
A full treatise on the game of Skat, 
G V Including Rules, Table, 

lfe5'7 Finesses Etc. 



/EI54 



Eichhorn 







I 



American Skat 




THE GAME OF SKAT DEFINED. 






^ descriptive and comprehensive Guide on the T{ules and Plays of this interesting 

game, including table, definition of phrases, finesses, and a 

full treatise on Skat as played to-day. 



BY 



J. CHARLES EICHHORN, Detroit, Mich. 

^*^^'' CC. *'" 1898. 
1898 



roPYRIGHTED, JANUARY 21, 18fl8. 



ban%^ 



799H 



INTRODUCTORY, 







KAT^ with its many interesting 
features and plays, is so rapidly 
growing in favor in America, 
and with Americans, that this revised 
and up-to-date volume in the English 
language, is intended to serve as a guide 
to all who desire information on this ab- 
sorbing game. 

In pointing out the features of the game, 
in giving the rules, defining the plays, 
tables, etc., I shall be as concise as possible, 
and use no wordy, complicated or lengthy 
remarks, but in a short and comprehensive 
manner, give all the points and information 
required. 

The writer does not assume to have 
made this compilation without the aid of 
German publications, and of other sources 
of information, using the standard rules 
adopted by the Skat Congress at St. Louis, 
Mo., in January, 1898. In the endeavor to 
give the features of the game fully, he has 
added several, not heretofore published, but 
which are in vogue at the present time 
among the foremost players in the country. 

The Author. 



J* i 



CONTENTS. 



PART ONE. 

INTRODUCTORY, HISTORY, 

SYNOPSIS OF THE GAME. 



PART TWO. 
THE GAME OF SKAT. 



PART THREE. 
GENERAL RULES, GENERAL TERMS USED. 



PART FOUR. 

FINESSES OF PLAYERS, 
FINESSES IN THE VARIOUS GAMES. 



PART FIVE, 

EXCEPTIONAL GAMES, SCORING, 

TABLE OF PAYMENTS, 

ETC., ETC. 



GENERAL INDEX. 



PART ONE. 



Introductory 3 

Contents ^ 

Short History 1 1 

North American Skat Verband 13 

Synopsis of the Game 15 

PART TWO. 

The Game of Skat. 

List of Plays 2 1 

The Deck 21 

Number of Players 21 

The Participants 22 

Principles of the Game 22 

Value of Suits 22 

Value of Cards 22 

To Win or Lose 23 

Dealing the Cards 23 

The "Skat" 23 

The Four Jacks 24 

Trump Cards 24 

The Matadors 25 

Establishing Values 26 

The Multiplicands 26 

Value of Games 28 

Scoring 28 

The Call Play, (Frage) 29 

The Tourne 31 

The Solo 32 

The Grands. 

Solo Grand 33 

Tourne Grand 34 

Guckser Grand 34 

Grand Ouvert 35 

The Nullos. 

Nullo or Null 36 

NuUo Ouvert 36 

Nullo Force, or Revolution 36 

The Ramsch , 37 

7 



PART THREE. 

General Rules 

Notes 41 

Value of Cards in Cutting 41 

Choosing of Places 41 

The Deal 41 

Shuffling , 41 

Cutting 41 

Dealing 42 

The "Skat" 42 

Misdeals 42 

Exposed Cards 42 

Exposed "Skat" 43 

Following Suit 43 

Revoking 43 

Leading out of Turn 44 

Playing out of Turn 44 

A Played Card 44 

Showing Strength 44 

Bidding 44 

Bidding on Suit 45 

Bidding on Value 45 

All Passing 45 

To Win or Lose 45 

Schneider 45 

Schneider Announced 46 

Sch warz 46 

Schwarz Announced 46 

Contra and Re-contra ^ 46 

Overbidding 47 

Recalling Card 47 

New Comers 47 

Announcing to Quit T 47 

Looking at Tricks played 48 

Looking at "Skat" 48 

Etiquette of Players 48 

The pausing Player 48 

Throwing up the Game 49 

Claiming Game Won 49 

Discarding 49 

The Lead 49 

Games Permitted 49 

8 



General Terms Used. 

Back Hand 50 

Bidding 50 

Call Play 50 

Clubs 50 

Cock-stool 50 

Contingencies 50 

Diamonds 50 

Ducking 50 

Elder Hand 51 

Frage, see Call Play 50 

Feints 51 

Forces 51 

German Deck 51 

Grand 51 

Grand Pot 51 

Guckser 51 

Hearts 51 

Jacks 52 

Jungfer 52 

Kiebitz 52 

Long and Short Suits 52 

Matadors 52 

Mauern 52 

Middle Hand 52 

Nullo 53 

Old One, The 53 

Opponents, The 53 

Ouvert 53 



Passing 53 

Player 55 

Points and Tricks 53 

Post Mortems 53 

Ramsch 53 

Retaining 53 

Revoking 54 

Revolution 54 • 

Salmon 54 

Schneider 54 

Schwarz 54 

Singleton 54 

"Skat", The 54 

Sleepers 54 

Smearing 54 

Solo 55 

Spades 55 

Stretching 55 

Stroh-schneider 55 

Throwing off 55 

Tourne 55 

Trumps 55 

Visiting Villages 55 

With 55 

Without 56 

With the "Skat" 56 

Without the "Skat" 56 

Zwickmuehle 56 



PART FOUR^ 

The Finesses. 

Notes 59 

Rules for the Player 59 

Rules for the Opponents 6r 

In Call Play and Tourne 63 

In playing Solo 68 

In playing Grand 71 

A Grand Tourne 75 

A Grand Guckser 75 

A Grand Ouvert 76 

In playing Nullo 77 

The Nullo Ouvert 78 

A Revolution 79 

The playing of Ramsch 79 



PART FIVE, 

Games Announced 83 

Limits 83 

Scoring 84 

Use of Counters 85 

Holding of Hand 86 

Counting Tricks played 86 

Keeping track of Deals 87 

Exceptional Games. 

Beer Skat : 87 

Nullo with Tricks 88 

Nullo Purchase 88 

Nullo Tourne 88 

Uno and Duo , . •. 89 

With "Skat" exposed 89 

Point Ramsch 89 

Forced Ramsch : 89 

Table of Payments 90 




10 



SHORT HISTORY 




i^^KAT, (the a being pronounced the same as in ah, or 
^^ father, ) is without doubt the most absorbing and in- 
teresting game played with cards. All European 
countries admit it to be the game of thought and culture. 
It has had many features added to its various plays from 
time to time, as well as many discarded during its career. 

Its origin dates back to 1818, but not until 1848 did it 
manifest its popularity throughout Europe. In Germany 
it is recognized as the National Game, and at the present time 
a lover of the game on the old continent is recognized the same 
as a Masonic brother. 

The birthplace of the game is attributed to Altenburg, 
Germany, where the game first originated from a combination 
of a popular home game with a French and also an Italian 
game, names and phrases of which still exist and are used to 
designate some of the plays. 

The game took the name " Skat" from abreviating the 
Italian name "Skatola." As in several American games, a 
hand or several cards remain on the table, which go to the bidder 
or Player, and are usually called the "widow" or the "blind," 
so skatola referred to these cards as the "maid." The widow 
is still called the "Skat," and the game is also known by that 
name. 

The many diversified plays and rules existing in difierent 
parts of Europe relative to this game, led to so many different 
opinions and arguments, that finally in 1886, a call was issued 
for a convention of skat players at Altenburg. 



12 AMERICAN SKAT. 

The announcement of a convention through the Press, 
created great interest among Skat players throughout Europe, 
and on August 7th, 1886, nearly 1200 players including some 
Americans assembled. 

At this time standard rules and regulations were adopted 
which are still recognized both in Europe and America. 

Skat is methodical in all its plays, and contains many 
finesses, which experience will teach the novice. The rudi- 
ments of the game, and its different plays, are soon compre- 
hended and easily remembered. A facetious German sentence: 
''^Mancher leriiV s nie^'' (some never learn), is sometimes applied 
to an old player when he makes a bad play. No game ever 
played with cards has the same opportunities for fine points 
as Skat. In most all games good hands simply depend on luck, 
which is only counteracted by finesses as in duplicate Whist. 
But in Skat (with the exception of an extraordinary run of luck), 
a hand holding all the Jacks in a Club Solo with eight trumps 
and two bare suit Aces, valued at 60, may be beaten by the 
playing of opponents. Again, the same hand may be outbid 
by a party holding a Revolution, this gives each player an 
opportunity to establish a play, which is to be overturned by 
the opponents. 

The rules and values herein given, include those adopted 
by the convention at St. Louis, Mo., on January 22d and 23d, 
1898, and the publication of the "American Skat" by the 
writer, received the endorsement of this convention. 

The Author. 



THE NORTH AMERICAN 
SKAT VERBAND. 




^HE memtcfs of the Victor Skat Qub, of Su Louis^ 
Mo., conceived the idea of callings a convention of 
American Skat Players, to orgfanize a fraternal ex- 
chang;c amongf the lovers of this game, and also to adopt a 
greater uniformity in the rules and regulations of the game* 
Recognizing the rapid strides made in the popularity of this 
fascinating game, the idea was a brilliant one* 

On January 22d and 23d, t898, there assembled in Lieder- 
kranz Hall at St* Louis, 300 Skat players, representatives from 
the states of Missouri, Illinois, Iowa, Arkansas, Texas, Indianat 
Wisconsin, Michigan, Ohio, Kentucky, New York and Penn- 
sylvania* 

The first day was devoted to a grand tournament, in which 
54 handsome prizes were contested for by the skill of the players* 
These prizes were mostly created from funds contributed by 
the citizens of St* Ix>uis« 

The committee had for months previous to this time, 
obtained all information from every part of the United States, 
on local rules and opinions, which were condensed and put into 
printed form* At the meeting in convention of the delegates 
present on the second day, the paragraphs were presented in 
their order, fully discussed and voted upon, and a uniformity 
of rules, games and regulations adopted, to guide the American 
players in generaL 



14 AMERICAN SKAT. 

A committee of orgfanization was then elected^ and the 
North American Skat Verhand (Union) was broug;ht into 
existance with the followingf officers: 

LEOPOLD SCHMALTZ, President^ St. Louis, Mo. 
CARL FABRICIUS, Vice-President, St. Louis, Mo. 
ERNEST HELFENSTELLER, Vice-President, St. Louis, Mo. 
N. F. PETER SCHMIDT, Secretary, St. Louis, Mo. 
ERNEST HARTMAN, Treasurer, St. Louis, Mo. 
AUGUST M. KUHN, Indianapolis, Ind. 
DR. A. "WORTH, Washingtoii, Mo. 
DR. CARL VINKE, St. Charles, Mo. 
WASHINGTON GUHMAN, Cincinnati, Ohio. 

That the new organization will flourish, with the material 
of over one hundred thousand Skat players already in America^ 

15 a fore gf one conclusion* 

A large delegation in a special car, headed by August M. 
Kuhn, the president of the Deutscher Club of Indianapolis, 
Ind*, arrived from that city with the intent of capturing the 
second convention, and in this they were quite successful* 
The next meeting will be held at Indianapolis some time in 
February, J 899* 

The great success of the St* Louis convention, which was 
still looked upon as a novelty, has awakened great interest 
with American players, and the indications are that when the 
second meeting will be held at Indianapolis the delegates will 
number twice, if not three times as many as at the first con- 
vention* 



SYNOPSIS OF THE GAME. 




^ KAT is played by three persons. The highest bidder 
announces the play he desires to make ; the two 
others being the '* opponents," combine to overthrow 
or defeat the Player in his game. 

Thirty-two cards are used, the low^est being the seven- 
spot. Ten cards are dealt each player, the other two remain 
face down on the table and are called the "Skat." 

The four Jacks are the leading factors. The first and 
highest is the Jack of Clubs Jft, then Spades ^, Hearts y, 
and Diamonds ^, in the order named. These are called Ma- 
tadors or leading trump cards. In unbroken sequence the 
Matadors continue by Ace of trumps, then Ten, King, Queen, 
Nine, Eight and Seven, making eleven trumps in all. 

In tricks the Ace counts ii, Ten Spot lo, King 4, Queen 3 
and Jack 2, a total of 1 20 points. 

To win his game, the player must capture sufficient points 
in his tricks to make 61, whereby he scores the value of the 
game played. Should he fail to make 61, he is set back or 
loses the like amount in value of his play. 

A certain figure is placed on each game played, beginning 
wath: Call Plays, (Frage) ♦ i, V 2, ^ 3, 4i 4, 
Next, Tourne, with ♦ 5, ^ 6, 4 7, Jft 8, 
Next, Solo, with ^ 9, ^ 10, 4^ 11, 4t 12. 

The value of each play is enhanced by the first Matadors, 
wz^/i or without. A party playing with Jack of 4^ and Jack of 
4^ missing, plays with one; no matter what he holds thereafter. 

With Jack of 4^ and 4^, the Jack of ^ missing, he plays 
with two, and the hand is further enhanced by the unbroken 
sequence, beginning with the Jack of Clubs . 

Without, establishes the same values, that is: having Jack 
of 4^ without Jack of 4ii, is without one; with Jack of ^ in 
hand and two black Jacks missing is without two, etc., etc. 



i6 AMERICAN SKAT. 

Value is then established by counting i time for the game 
or play, and to this is added the amount of Matadors, with or 
without, to wit: 

With or without two first Jacks in a Club Jf^ **Call," 2, 
plus play 1=3 times 4, making 1 2 points. 

With or without three first Jacks in a Spade ^ Tourne, 3, 
plus play 1=4 times 7, making 28 points. 

With or without first Jack in a Heart ^ Solo would be i , 
plus play 1=2 times 10, making 20 points, etc. 

Every play is enhanced i times more if the player makes 
his opponents "Schneider," that is, if* he makes 91 points or 
more, he loses also i times additional if he himself is made 
Schneider, failing to make 31. This is once more enhanced by 
announcing Schneider in Solo and Grands, the player proclaim- 
ing that he will make his opponents Schneider before begin- 
ning to play. 

To make opponents ** Schwartz," they failing to make ^ 
single trick, counts i time additional, i. e. : a Diamond ^ Solo 
with three Matadors made "Schwarz," would count with 3, 
play I, Schneider i, Schwartz i, making 6 times 9 = 54 points. 
Schwartz announced again adds one times more the value of 
the play. 

All suit cards run Ace high. Ten next, then King, Queen, 
Nine, Eight and Seven. 

Call Plays or Frage are now seldom played, on account of 
their small value, the player is permitted to take up the two 
" Skat " cards, discard two cards to advantage and announce 
any trump he pleases, the points in the discard add to his tricks. 

In Tourne, the bidder having a fair hand, obtaining the 
bid, turns up one of the " Skat " cards, the suit of which be- 
comes trump, and he also discards two cards to advantage. 

In Solo, the successful bidder announces a trump and plays 
a game out of the hand held, without assistance of the "Skat" 
cards. The value of this play is enhanced and at the same 
time becomes more risky, the Player not being able to discard. 
The two "Skat " cards however go to the player at end of the 



SYNOPSIS OF THE GAME. 17 

game and the points therein count with his tricks. The value 
of his play is also enhanced or diminished by the Matadors the 
"Skat" contains. 

The next play is Grand or Grand Solo, this piay is valued 
at 16, and is multiplied in like order, by the Matadors and con- 
tingencies. In a Grand the Jacks only are trumps in their 
regular order, and this makes only four trumps or four 
Matadors. All suits have the same value. The player depends 
on his good suit cards, Ace, Ten, etc., forcing the Jacks off 
the field and winning his game on his strong suit cards. 

In Grand Tourne, the successful bidder turning up a Jack, 
can, with this assistance and favorable discard, announce a 
Grand belore looking at other " Skat " card. The basis value 
of this game is 1 2. 

In a Guckser Grand, the bidder takes the chance by an- 
nouncing *' Guckser" in picking up the two " Skat" cards and 
discarding two cards to advantage. He must then play Grand. 
The basis value is 1 2, but if his play is lost, he loses double the 
full value of the play. He hazards picking up favorably to 
strengthen a fair hand or discarding large bare point cards, 
against a poor pick-up, whereby he pays the penalty. 

In Grand Guvert, valued at 24, the player lays his hand 
open on the table and defies his opponents to make a single 
trick. This play includes the number of Matadors (the four 
Jacks) the player plays with^ also all the contingencies. If with 
four Matadors, would be 9 times 24 = 216, the play of highest 
value in Skat. 

A Nullo or Null play, has only a single value of 20. The 
Player announcing *' Null " thereby pr claims that he will not 
take a trick. If he does not make a trick he scores 20, whereas 
if a single trick is forced on him he loses a like amount. 

The cards when Null is announced at once become common, 
that is, there are no trumps, and the suits run Seven, Eight, 
Nine, Ten, Jack, Queen, King, Ace. 

Null Guvert, has a single value of 40. The player lays 
his hand open on the table and defies his opponents to force a 



i8 



AMERICAN SKAT. 



single trick on him. A bare Eight Spot of a suit may lose 
him the play, as the finesses of the opponents in playing off 
their short suits, may force the losing trick. 

Null Ouvert Force, or Revolution, has a single value of 60. 
The player lays his hand open, as in Null Ouvert, and defies 
the combined hands of the opponents with the playing cf a 
single card to force a trick on him. The player must be able 
therefore to duck under any card played. 

In Ramsch, the cards are the same as in Grand; Jacks are 
the only trumps and all suits are alike, but the order of play is 
the reverse to Grand. When all players pass, Ramsch is 
announced, and the party receiving the most points loses the 
game, 10 Points; or if one of the players has not received a 
trick, 15 Points. 




tIp ^ V ^ V Y 

¥ ¥ V ¥ V 



PART TWO. 

THE GAME OF SKAT 



♦ ♦ ♦ ♦ ♦ 

^F ^r Y ^r ^r ^r 



THE GAME OF SKAT. 



NOTES. — When the word **Skat" is enclosed in quotation marks, it refers to 
the two cards used in the ** blind/^ when the game itself is referred 
to, it is simply written Skat. 
The participant who has the bid and announces the play, is referred to 
as the Player. When the word ** player'' or ** players'' is not ex- 
pressed with a capital letter, it does not refer to the individual, but 
to any or all of the partakers. 
When the word "Points" is written with a capital letter, it refers to the 
value of the amount won by a Player, or the amount lost or fined 
a player. When the word is simply written ** points," it refers to 
the value of cards in the tricks taken. 

LIST OF PLAYS. 

The Game of Skat consists of the following plays : 
The Call Play, {Germa?t Frage) 
The Tourne, to turn up a trump, 
The Solos, announcing trump from hand, 

The Grand or Grando, 

Grand Tourne, 

Guckser Grand, 

Grand Ouvert, 
The Null or Nullo, 

Null Ouvert, 

Null Ouvert Force, or Revolution, 
The Ramsch. 

THE DECK. 

A Skat deck consists of 32 cards, the lowest being the 
Seven-spot, then Eight, Nine, Ten, Jack, Queen, King and 
Ace, making four suits of eight cards each. 

NUMBER OF PLAYERS. 

The number of players are three, only three can engage 
during the play of a hand, however, four can engage in a game 
at the same table, the dealer in his turn does not play, 
but deals the cards to the other three, he however participates 
in the loss or gain of this play, which is reckoned in his account. 



22 AMERICAN SKAT. 

THE PARTICIPANTS. 

The first player, in front or to left of the dealer, is called 
the "lead" or "Elder hand," in the bidding he retains the 
age until outbid. He also always has the first lead. The second 
or "middle" hand, has the first bid in establishing a play, 
when he passes, the last or "back" hand has the bid, until 
he outbids or passes to the Elder and Middle hands 

PRINCIPLES OF THE GAME. 

The successful bidder, by making or announcing a play is 
termed the Player; the two others immediately become his 
adversaries or " opponents " as in cut-throat Euchre, and at- 
tempt to overthrow or defeat his game. Should the Player 
win; the value of his play is paid him or added to his score. 
If he loses, the amount is deducted from his score. 

VALUE OF SUITS. 

The suit values rank in following order: 

ist ^ Clubs, German, Kreutz, (croyts.) 

2d i|^ Spades, German, Schueppen, {shippen.) 

3d ^f Hearts, German, Herz, {heris.) 

4th ^ Diamonds, German, Eckstein, {eksti7te.) 

The lowest suit in all games is Diamonds, this is outranked by 
Hearts, then Spades, and then Clubs in establishing the value 
of the dijBferent games. 

VALUE OF CARDS. 

In tricks the value of cards count as follows: 

The four Aces, each 1 1 points ^ 44 
The four Tens, each 10 points := 40 
The four Kings, each 4 points = 16 
The four Queens, each 3 points = i 2 
The four Jacks, each 2 points = 8 

A total of 1 20 points 

The sevens, eights and nines have no scoring value. 



THE GAME OF SKAT. 23 

TO WIN OR LOSE. 

The points, and not the tricks count in the game. The 
Player must capture sufficient points to make 6i, one point 
more than half of the total of 120; failing to do this (making 
only 60 or less), he loses his game. 

Should the Player make 91 or more, he has made his op- 
ponents "Schneider," which adds one times more the value of 
his play to his score. Should he fail to make 31, he is himself 
" Schneidered " and loses one time more the value of his play. 

Should the Player make all the tricks, he has made his 
opponents " Schwarz," which again counts one times more the 
value of his play. 

DEALING THE CARDS. 

Each player is dealt 10 cards, respectively 3, 4 and 3, and 
two cards are laid on the table face down, which are called the 
" Skat;" with or without the assistance of these two "Skat " 
cards the Player establishes a game, which he makes or an- 
nounces after obtaining the highest bid, 

THE " SKAT." 

The two cards remaining on the table belong to the Player 
and count to his advantage, or oftimes to his disadvantage. ' 

In Call Play, Tourne and Guckser, the Player appropriates 
the " Skat " and with 12 cards in his hand, he discards two to 
his advantage, the points contained therein count with his 
tricks. 

In Solo and Grand the " Skat " remains untouched until 
the play is finished, the cards then belong to the Player and 
add to his score. 

The " Skat " may also enhance the value of the Players 
game, by increasing his Matadors, and again may prove to his 
disadvantage by over-bidding his hand in playing against the 
number of Matadors he presumed, in which case he loses his 
game, unless the value of his bid is made by the contingencies. 



24 



AMERICAN SKAT. 



THE FOUR JACKS. 

2 




# 




♦ 






^ 



li 



In all games, with exception of the NuUos, the four Jacks, 
as in above order, are the leading factors or trump cards, while 
their scoring value is only two, yet they excel the Ace and 
Ten of trumps in taking tricks. The Player with the Jacks is 
enabled to draw out the trumps, and when he plays against 
the Jacks, he must force them out of the reach of capturing his 
high trump cards. 

TRUMP CARDS. 

In Call Play, Tourne and Solos, the four Jacks are always 
the highest trumps, beginning with the Jack of Clubs, then 
follow Jacks of Spades, Hearts and Diamonds, the Ace of 
trumps, Ten, King, Queen, Nine, Eight and Seven. 

If Clubs are trumps, the trump cards would be as follows: 




♦ ,•!• 
4. 4. 




4» 
4. 4. 

4.^4. 



10 



4. ' 4. 

4. 4. 

11 



The balance of suits (not trumps) are devoid of Jacks, but 
otherwise rank in the same order. 



1^ * ♦ 



^ 






0^0 








in 








o o 












o o 

0% 



9 q? 



o 





THE GAME OF SKAT. 



25 



This establishes eleven trump cards, and seven each of 
common suit. 

When a Grand is announced or played, the four Jacks in 
their regular order are the only trump cards. The suit cards 
are all alike, beginning with Ace, then Ten, King, Queen, 
Nine, Eight and Seven. 

In Ramsch, the Jacks and suit cards are the same a's in 
Grand, only the order of play is reversed. 

In the Nullos only, the cards become common, that is: 
when a Nullo is announced, the cards lose their former value, 
and then run: 



o 




O 
0% 



0^0 

o o 



o o 




points have no value, the only object being to force a trick 
on the Player. 

THE MATADORS. 

The unbroken sequence of trumps, beginning with the Jack 
of Clubs, are termed " Matadors," these establish the value of 
each game played; should the Player in his hand and the 
"Skat" (which belongs to him) holdall the trumps, he would 
play with eleven Matadors: 








« ♦ 

^.^ 
4^*^^ 

♦ ♦ 



^ ^ 

♦ 
^ f 

^ 

♦ ♦ 






As soon as the sequence is broken, for example, the Jack 
of Spades missing, the Player plays *'with one" Matador, no 
matter what trumps he may tiold thereafter. 

In holding the Jack of Clubs, the Player plays * * wz^k ' ' 
Matadors, and the trumps thereafter up to the point at which 
the sequence is broken, are called with (a valuation of the 
play) so many Matadors. 

The same calculation in value is made ^^ without * ' Matadors, 
the Player playing against so many Matadors, up to the highest 
trump card he holds. 



26 AMERICAN SKAT. 

The Jack of Clubs missing, with Jack of Spades in hand is 
*^ without one.'' The two black Jacks missing and holding Jack 
of Hearts, is " without two.'' The Jacks oi Jjjt ^ ^ missing is 
^ ^without three, ^"^ and continues without four, five, etc., etc. 

ESTABLISHING VALUES. 

In Call Play, Tourne, Solo and Grand, the suits and plays 
each have a specific figure or basis value, these are multiplied 
by a rule, Matadors, and further contingencies. 
The value of a play is computed : 

I St, By counting one time for the value of play established. 
2d, By adding the number of Matadors the Player plays 
*' with" or *^ without" and multiplying the basis value 
of this play. 

KxAMPi^E: — The Player plays a Heart Solo (value lo), he has 
Jack of Clubs 4i», Jack Spade i^ missing (with one Mata- 
dor), the value is established; by i time for the play, and 
I Matador, equaling 2 times 10 = 20 Points. 
Or, a Tourne in Clubs dji (8), with or without the two 
highest Jacks, would count i time for the game or play, 
and 2 for Matadors, being 3 times 8 =: 24 Points. 

THE MULTIPLICANDS. 

According to the previous paragraph, each play has a 
specific value, his is multiplied first by 

a. Counting i time for the game or play. 

b. Adding to this as manv times more as Matadors held. 
The player to win his game, must capture at least 61 Points 

in his tricks. If he should play a Heart ^ Solo (10) with one 

Matador, he would count 

For Play i 

With I Matador i 

or 2 times 10 = 20 Points. 

In case the Player makes 91 Points or more in his tricks, 

he has made his opponents " Schneider," for this he adds one 

times more, thus in the foregoing hand he would count: 

For Play i 

With I Matador i 
Schneider i 

or 3 times 10 = 30 Points. 



THE GAME OF SKAT. 27 

In case the Player makes all the tricks, he has made his 
opponents "Schwarz," and the same hand would then count: 

For Play i 

With I Matador i 
Schneider i 

Schwarz r 

or 4 times 10 = 40 Points. 

When the Player plays a Solo game (without the "Skat,") 
and feels confident he can make his opponents "Schneider," 
he may so "Announce" or proclaim before the begining of the 
play, he is then obliged to make 91 or he loses, thus in the 
same hand this would count: 

For Play i 

With I Matador i 

Schneider i 

Schneider Announced i 

or 4 times 10 = 40 Points. 

Should he, after announcing Schneider, make his opponents 
" Schwarz," on the last calculation, he adds i times more to the 
value of his pla3^ i. e. — 5 times 10 ^ 50 Points. 

A Player playing a Solo or Grand, ( if has the lead, as it is 
dangerous otherwise) feeUng assured he can make all tricks, 
by his high trumps and strong suit, can announce "Schwarz" 
this includes all contingencies: 

For Play i 

With I Matador i (generally n^ore) 

Schneider i 

Schneider Announced i 

Schwarz i 

Schwarz Announced i 

or 6 times 10 = 60 Points. 

It is also to be noted, that in the first example, Heart ^ 
Solo with one Matador, if the Player falls short of 61 Points, 
he loses the same value of his play 20. 

Should he fail to make 31 Points, he himself is "Schnei- 
dered " by his opponents, and therefore loses 30. 

Should he have announced " Schneider " and fails to make 
91, he loses his game, Play i. Matador i, Schneider i, Schnei- 
der Announced i = 40 



28 AMERICAN SKAT. 

VALUE OF GAMES. 

The basis values of the diflferent Games are as follows: 



Player adds the two 
" Skat " cards to his 
hand and announces 
trump. 


Call Play in Diamonds 
*' Hearts 
" Spades 
" Clubs 


^ the va 

4k 


lue is 1 

* 2 

3 
4 




Tourne ** Diamonds 


♦ 


5 


Player turns up a 
trump from " Skat " 




" Hearts 
*' Spades 
" Clubs- 


¥ 

* 


6 

7 
8 




' Solo 


" Diamonds 


♦ 


9 


The Player announces 
a trumpfrom his hand 


ti 

I 


'' Hearts 
" Spades 
" Clubs 


¥ 


' lO 

' II 

' 12 




Grand 


Solo 


' 


i6 




Grand 


Tourne 




* 12 


Jacks, trumps only. 


Grand 


Guckser won 


* 


' 12 




Grand 


Guckser lost - 




24 




Grand 


Guvert 


' 


24 




' Nullo 


. 




20 


These plays have only 
a Single Value. 


Nullo, 
Nullo, 


Ouvert - - ' 
Force, or Revolution ' 


40 
60 




Ramsch 


( 


' 10 




Ramsch Jungfer 


( 


15 


SCORING. 











The Player winning the game he has made or announced, 
receives from each participant the value of the game he has 
won. If he loses, he must pay to each the value of game lost. 
This may be done with chips, or by keeping an account with 
each player, the amount won is added to his score, and the 
amount lost is deducted from his account, and at the end of 
sitting the accounts are balanced. 



THB GAME OF SKAT. 



29 



THE CALL PLAY. (FRAGE.) 

The primary Game in Skat is now rarely played, as a value 
from this play is small, and players endeavor as a general rule 
to establish a play from the lowest Tourne (10) and upwards. 

Still many old players employ this game, it being really 
the first play in the founding of Skat, but as a rule it must be 
generally understood by the players: 

ist. That Call Plays are sanctioned, and 
2d, To declare their intention each time they desire to 
make a Call Play. 

As the Guckser is now often played, in which the Player 
adds the "Skat" to his hand, he may take the advantage on 
picking up fortunately, to announce a Grand Guckser. Or if he 
picks up poorly, to announce and simply play a Call game, in 
which the risk is small. 

In Call Plays, ^ value is i, ^ 2, ^ 3, 4ii 4. 

A Call hand isjllustrated as follows: 
With Matadors 




4. ' 4. 






4. 4. 




4k ^\ 



9 




Without Matadors 










O 



10 o\ 



The first hand contains a value with two Matadors, but 
otherwise weak in establishing a higher play. 

The second hand shows a fair suit without two Matadors, 
for a Tourne without two the Player takes chances to turn a 
trump favorable to this hand, while in Call Play he can make 
any suit trump after taking up the " Skat." 

In either case — 2, and game i, making 3 times value of play, 
to-wit : 

A Club 4* with or without i Matador, 2x4 = 8 
A Spade 4^ '' " 2 " 3 x 3 -- 9 

A Heart V " '* 3 " 4x2 = 8 



A Diamond ^ 



5x1 = 5 



30 AMERICAN SKAT. 

It will be seen that the Diamond establishes such a small 
value, therefore it is rarely announced. 

The Bid — The bidder (as with or without two Matadors) 
desiring to play this hand, announces "play" or "call," if his 
opponents pass, he can take up the "Skat" and announce his 
trump. 

If the age hand retains the " Call " the bidder can announce 
9, on this hand he can make a black trump onl}' , as red will be 
overreached. 

The bidder can go no farther, unless he is confined to make 
Clubs trump. By his suit tricks, and good discarding he may 
make the Club (valued 12) suit win, if the "Skat" renders 
him some assistance. 

The bidder daring to go no further than 9, the age hand 
still retains the privelege to take up the " Skat," and making 
either of the black suit trumps. 

Discard — The "Skat " cards are taken up by the success- 
ful bidder without exposing them, his suit is thereby strength- 
ened, two cards are discarded and his trump is announced. 

He discards two cards to his advantage, either weak suit 
cards so he can trump, or high cards (in jeopardy) of long 
suits, the points in the discard count with his tricks. 

In case he should find the third Matador, making his hand 
with 3, obtaining the bid on 9 with a strong hand, and the 
possibility of making his opponents " Schneider," he could 
make Hearts ^ trumps, with 3, Game i, "Schneider" i, — 
5 X 2 = 10. 

The Player without two, obtaining the bid on 9, and if he 
should find one of the black Jacks, making his hand with or . 
without one, has overbid his hand and loses amount bid, unless 
by the possibility of making his opponents "Schneider," he 
makes the amount of his bid or more. 



NOTE— The Player after picking up the " Skat,'' can establish any trump he 
likes, as long as the value conies up to the amount bid or more. 



I 



THE GAMK OF SKAT. 



31 



THE TOURNE, 

The word Tourne is derived from the French, signifying 
to turn over, or turning up a trump, whereby the successful 
bidder has the privilege of turning up one of the " Skat " cards. 
This game is used mostly by players as the lowest in value of 
making a play, a Diamond ^ with one Matador, 10. Should 
all pass, a Ramsch is played, forcing 10 Points from the losers 
account. 

In Tourne, ^ is valued at 5, ^ at 6, 4j^ at 7, Jft at 8. 

The successful bidder turns up one of the *' Skat" cards, 
(whichever he choses) and this becomes the trump. 

He adds the other card to his hand, without showing it, 
and discards two cards to his advantage, which add to the 
points in his tricks. 

Should he turn up a Jack, he has the privilege ot announc- 
ing a Grand (see Grand Tourne) before he looks at the other 
card, which may strengthen a Grand hand. 

If he should turn up a weak suit with good scoring cards, 
he may discard the Ace or Ten of trumps, or both, if in danger 
of being captured by opponents, and depend on his other suits 
to make sufficient tricks to win the game. 

Should he turn an unfavorable trump, he may throw up the 
game, and lose the value thereof. The Player may also do 
this after the first trick is played and before the first card of 
the second trick is led, seeing the game will turn unfavorably, 
and thereby save the further loss of being " Schneidered " or 
even made "Schwartz." 

Tourne hands may be illustrated as follows: 

A Tourne in four suits, 

o o 






\A»iy\ 




fJ%fh 


♦ 


0i# 




'!^)^:^ 




\JSd 



@ 







The Player obtaining the bid on 10, any card he may turn 
up will make him 5 trumps, and possibly 6, if the other " Skat " 
card is of the same suit. 

Should he bid 12, he takes the chances of not turning up 
Diamonds. On a bid of 14, he must turn up a black card. 



AMERICAN SKAT. 



A Tourne in two suits: 




4.^4. 




9? 




The bidder taking his chances to turn a black trump on a 
bid of 14, a red card is overbid. 

This illustration may be termed a " Weak Solo," as the 
Player has good opportunities to win on a Spade Solo, being 
able to force the trumps from the field, and although losing a 
trick in Clubs and Diamonds, may still have sufficient trumps 
to win. 

It must be borne in mind, that a Weak Solo, is often 
better than taking chances on a Tourne, as your long suits are 
less liable to turn up. 

It must be remembered, that if the bidder holds two black 
Jacks (wilk two Matadors), or two red Jacks {without two), 
the lowest ^ Tourne is valued at 15, should he take the 
chances of bidding on ^ , 4j^ or jfi, he can bid 18, etc. 

The same rule with or without three Matadors, establishes 
four times the value of the suit he turns, etc. 

THE SOLO. 

The next game following Tourne are the "Solo" games, 
which are established out of the hand held and without assist- 
ance ot the '' Skat ' ' cards. 

The value of Solo games are, ^9, ^lo, 4j^ii,4iii2. 

The lowest Solo game, ^ with one Matador is 18, this is 
enhanced by the number of Matadors and other contingencies. 

A Heart ^ Solo outranks the Diamond ^, which in turn 
are outranked by Spades i^, and these again by Clubs J^. 

It will be remembered, that a bid on a Club 4i Solo, with 
one Matador, valued at 24, may be outbid by a Diamond ^ 
Solo without two Matadors, which is valued at 27. 

The player of a Solo must calculate to make sufficient 
points (61) in his tricks to win his game without the assist- 
ance of the "Skat" cards, or a discard. The two "Skat" 



THE GAME OF SKAT. 



33 



cards, however, go to him at end of the play, and the pointvS 
therein may also assist him to reach the amount sufficient to 
win his game. 

A Club Solo may be illustrated as follows: 






o 



This game if won, scores the Player 24. 

Should the Jack of Spades ^ be in the '' Skat," the Player 
would then have played with 3 Matadors, which, with the 
game i, woulc' count him 4 times 12 = 48. 

The two " Skat " cards which belong to the Player, may 
also aflfect him unfavorably. The Player establishing, say, a 
Heart Solo without two Matadors, and is obliged to bid the 
full amount 30, or in excess of 20, although winning the game, 
if one of the higher Jacks lays in the "Skat," he has overbid 
himself and loses the value of the game on which he bid, unless 
he has " Schneidered his opponents, in which event he still 
has won his amount of 3 times 10. 



THE GRAND. 

The Grand or Grand Solo supersedes the suit Solo, and 
has a basis value of 16. 

When a Grand is announced or played, the four Jacks, in 
their regular order are the only trump cards and there are 
only 4 Matadors, with other contingencies added, which en- 
hance the basis value as before. 

All suits become alike, being Ace, Ten, King, Queen, Nine, 
Eight and Seven. The suit tricks must enable the Player to 
make the desired points. In this he must take into consider- 
ation the power of leading his strong suits and the liability of 
being trumped. To force the Jacks from the field and regain 
the lead is the essence of this play. 



34 



AMERICAN SKAT. 



A Grand hand may be illustrated as follows: 

^23 ^Ml \^MM I ' ?^ ' I F^ 1^^^ 

Si 





o 




The value of this hand is 32, if opponents are made 
"Schneider" 48. 

THE GRAND TOURNE. 

The Grand Tourne has a basis value of 12. 

The successful bidder may have obtained the bid on a 
Tourne hand, and turns up a Jack, he may then before he 
looks at the other card, declare a Grand, which he also oft- 
times chances when the suit turned, rt presented by the Jack is 
overbid or unfavorable. 

He may have received the play on the following hand: 








oOo 




^' 




he turns up Jack ^, declares Grand, enabling him to discard 
two cards, and he is then assured of six tricks, more or less 
under various circumstances, but sufficient to win his game. 

THE GUCKSER GRAND. 

This play, one of the most hazardous games, has received 
many diversified opinions. Some old pla^-ers consider this 
play too risky, but nine-tenths of Skat players favor it. 

At the first American Congress held at St. Louis, there was 
a serious discussion in regard to annexing this game as 
official. The writer's motion to recognize this game officially 
as an American adoption, was almost unanimously carried. 

To win this game the basis value is 12, but should the 
same be overturned or lost, the Player loses at the rate of 24, 
or double its basis value. 

Guckser, signifies to " spy " or ^^ peep into " the ** Skat," 
appropriating the two " Skat " cards and establishing an un- 
certain Grand by favorable discarding, etc 



THE G\ME OF SKAT. 



35 



The Player desiring to play " Guckser" must so announce 
before picking up the " Skat," unless Call Play has been ruled 
out. He has the hope to either strengthen his suit or Jacks, 
and to discard favorably, as some unguarded Tens, etc. 

An average of one out of four of these plays is overturned, 
as the Player hazards his chances by picking up unfavorable 
cards. Although he may hold three or even all the Jacks, 
bad suits may lose him the game which isH:ostly. 

GRAND GUVERT. 

This is the highest game played. Although it affords 
many combinations with ten cards to establish this play, it is 
practically the " Royal Flush " in Skat. The basis value is 24. 

A Grand Guvert may be illustrated as follows: 





o 
<> o 








♦ 



The Player announcing Grand Guvert, lays his hand ex- 
posed on the table and defies his opponents to take a trick, 
they may openly counsel as to the possibility of overthrow- 
ing the hand, which in the above hand is impossible. 

The Player having the lead, may announce this game with 
one, having all but Jack ^, which he can capture, and balance 
of tricks made on his strong suits. Gr having the lead with 
two best Jacks he can capture outstanding Jacks, and make 
all the suit tricks. 

Gn the foregoing hand, should a Jack be missing and the 
Player has not the first lead, the hand may be overturned by 
one opponent holding the other tw^o Diamonds, and playing 
out a Diamond, his partner trumping in the Jack, while the 
Player, being obliged to follow suit, loses the game. 

In scoring this hand, it is understood that all the contin- 
gencies are included, with 4 Matadors, game i, Scheider i, 
Schneider Announced 1, Schwarz i, Schwarz Announced i, 01 
9 times 24 = 216 Points. 



AMERICAN SKAT. 



NULL OR NULLO. 

The single value of Null is 20. 

The bidder obtaining the play, when he announces Null, 
all the cards immediately lose their former value, and become 
common Seven, Kight, Nine, Ten, Jack, Queen, King, Ace. 

In announcing " Null " the Player thereby proclaims that 
he will not make a single trick, if no trick can be forced on 
him he wins 20 Points. If he makes one trick, he loses 20 
Points. 

A Nullo hand may be illustrated as follows: 



9 














4.4 

4 
4 '•!• 

4*4 



4 * 
4. 4* 
4-^> 
4 4- 




4 4 
4 4 



If a Spade is led the Player can throw off his Jack ^ and 
his game is sure. Should an opponent lead a bare Ten ^, 
the Player is forced to duck under with the Seven, the partner 
takes the trick with a high Diamond and leads back with 
Eight ^, the other throws off and the Player is forced to take 
a trick. 

NULL OUVERT. 

The single value of Null Ouvert is 40. 

The Player having strong sequence of low caids lays his 
hand exposed on the table, defying his opponents to force a 
trick on him. 

The bare Eight spot of a suit, if the Player does not have 
the lead, may be the means of losing the game as one of the 
opponents may play a long suit held by the Player, the partner 
throws off the suit of this Eight spot, and a lead of the Seven 
spot following will force the losing trick on him. 

The " Skat " cards in Nullos remain untouched. 

NULLO OUVERT FORCE OR REVOLUTION. 

The single value of this game is 60. 

The Player lays his hand exposed as in Null Ouvert, and 
defies the two opponents hands combined to force a trick onto 
him with the lead of a single card. 



THE GAME OF SKAT. 37 

The cards in the " Skat " may be to the Player's advantage, 
as there are eight cards of a suit, if he holds Seven, Eight, 
Nine and Ace, a trick can certainly be forced upon him, unless 
one of this suit is in the " Skat," such an undertaking is not 

advisable. 

The hand of " Revolution " is oft-times excluded (see Gen- 
eral Rules) as it is considered a cinch, and annoyingly outbids 
a good Solo. It is therefore confined to Null Ouvert (40), al_ 
though opinions differ in making the play permissible. The 
same could be asserted to Grand Ouvert, however, the latter 
is of such rare occurrence that it is fully recognized. 

RAMSCH. 

The single value of this game is 10. The party receiving 
the most points in his tricks, loses 10 Points from his score; 
should one player not make any tricks it is called *'Jungfer," 
and the one receiving the " Ramsch " loses 15. 

The cards of Ramsch are the same as in Grand. It is the 
endeavor of each player, however, to make as few tricks or 
points as possible. 

When the Call Play is omitted, and players either from un- 
certain hands, or fearing to even risk a Tourne, should all pass, 
then Ramsch becomes the order of play. 

The game is noteas}'-, and considerable judgment must be 
used, as a player ducking a trick on a long suit may afterwards 
have the suit forced on him, and have points thrown to him. 

The points in the "Skat ' ' some players assert, belong to 
the party taking the last trick. This is not correct nor fair, as 
the timidity of one of the players holding the best hand, may 
not have the game forced onto him. 

A passed hand holding no Jacks or Aces, may lose the 
Ramsch on a few long suits, and the condition of the " Skat " 
ought not to be accredited to him. 

A player holding Jacks can trump tricks in which he has not 
the suit played, whereas, his Jacks are bound \o make tricks, 
he must endeavor to make as cheap a trick as possible. 



^JP ^5^ ^5^ ^^r ^5^ ^5^ 



PART THREE. 

GENERAL RULES. 
GENERAL TERMS USED. 



^ 



♦ ♦ ♦ ♦ ♦ 



GENERAL RULES. 



Notes — 

The Rules and Regulations of home or club usage, should be generally observed. 

Should these not have been madekuowu to a uevsr comer, as stated iu Part Five 
(Games Announced), the player has the right to conform to the officially adopted 
rules, until otherwise agreed upon. 

The Rules hereiu given are, as officially adopted by the last convention at St. Louis, 
Mo., Jan. 22-23, i8q8, and are considered authority. 

VALUE OF CARDS IN CUTTING, 

To make a decision by the cutting of cards, the value of the cards 
rank in their order from Ace high, to Seven spot low in the following 
order : 

123456 78 

Ace Ten King Queen Jack Nine Eight Seven 

CHOOSING OF PLACES, 

This has little import, as players sit at will, or as they arrive at table 
and choosing their seats, unless preference is given to the player keeping 
the score. 

Should a player be dissatisfied on account of a seat being on the out- 
side, or the one most subject to the "irrepressible" bystander, onlooker 
or adviser, or should he not desire to sit in a certain position to another 
player, he may request to draw for places by cutting the cards. 

The player drawing the lowest card has first choice, the next lowest 
card sits to left in same rotation as deals follow, and so on. 

THE DEAL. 

In cutting for deal the lowest card deals first, this can be ascertained 
by each player drawing a card, or one party having the cards cut, deals 
out a card to each player. 

It is, however, customary for the first man to the left of the score- 
keeper to deal the first hand. The last deal is then dealt by the score- 
keeper, which will make an even number of deals for each player. 

SHUFFLING. 

At the beginning of the game the cards should be thoroughly mixed 
that no sequence on account of a new deck may occur. At each new 
deal the dealer is obliged to shuffle the cards at least three times with- 
out exposing a card. 

CUTTING. 

The dealer invariably lays the deck before the man to his right, who 
is obliged to cut them; he can cut them at will, but must cut them below 
the three top cards, or above the three lowest cards. 



42 AMERICAN SKAT. 

DEALING. 

Each of the players receives ten cards in the following order: 3, 4 
and 3 ; after the first three cards are dealt each player, the next two cards 
are placed in the center of the table face downward and are called the 
"Skat," then each player receives four cards in the next round, and 
again three in the last round. 

The above is the regulation deal, although this rule can be varied to 
suit the players by dealing 3, 2, "Skat," 3 and 2; or by dealing 5, 
"Skat" and 5 ; this must however, be previously agreed upon, other- 
wise the regulation deal governs the game, and a player can claim a 
misdeal. 

THE ^'SKAT.^ 

The two cards which remain on the table face down, cannot be the 
first or the last two cards dealt, but must be laid out during the deal, in- 
variably after the first three cards are dealt each player. 

No one is to know what the two cards in the " Skat " contain, until 
a play is announced for which the cards of the " Skat " are to be used. 

Nor is the " Skat" to be known by any of the players, or those not 
playing but interested in the game, until such play is ended. The value 
contained in the " Skat" cards go to the Player, in the points the}- con- 
tain, also to the enhanced or diminished value of the Player's game. 

In Nullo or Ramsch plays, the " Skat" cards do not count or come 
into the game. 

MISDEALS. 

Each player is presumed to receive ten cards in their regulation 
order. Should the cards be misdealt, then they are to be dealt over by 
the same dealer, but he is fined ten Points for making a missdeal. 

Should it how^ever be apparent that a card fell to the floor, the 
dealer is not fined, but the cards must be re-dealt. If the Player has the 
correct number of cards, has obtained the play and announced the same, 
before another has discovered a misdeal, the play may continue at the 
option of the Player. 

Should the Player however have an incorrect number of cards, the 
game is \oid and a new deal is made, no matter at what stage of the play 
the same is discovered. 

EXPOSED CARDS. 

In dealing, should a card dealt one of the players be exposed, by 
fault of the dealer or one of the other players, the party to whom the 
exposed card is dealt, as well as the other participants nmst at once 
declare if a new deal shall be made, without looking at their hands. 

Should the deal be allowed to go further, no claim for a new deal 
can afterwards be made. 

It is obvious, that it is hardly courtepy for a player to demand a new 
deal each time an ordinary card is exposed. 



GENERAL RULES. 43 

EXPOSED ''SKAT/' 

Should either of the "Skat" cards become exposed to one or more 
of the players a new deal must invariably be made. 

FOLLOWING sum 

Any suit card or trump must always be honored if the players are 
able to do so. They can however play over or under as they choose. 

If they do not have the suit, they are at liberty to trump, throw off 
another suit, or to throw in a valuable scoring card. 

REVOKING* 

Should a player "revoke," that is not follow suit or trump when 
called for, the play is ended at the time or as soon as the discovery is 
made. 

A revoke is declared as soon as the card is played, whether the trick 
has been taken or not. 

As soon as a card is misplayed, whether by oversight, by misconcep- 
tion, or design, it is a revoke; the play is ended at that moment, and 
the Player is credited his game as won, no matter if he had a chance to 
win the same or not. 

The general rule has been that the revoking player was fined the 
value of the game, as well as the Player getting full credit. See Part 
Five (Games Announced). 

In the convention at St. Louis, it was decided that the revoking 
player should not be fined, but the play is ended at that moment, and the 
Player gets full credit for his game. 

The Player does not lose the further possibilities as the contin- 
gencies of the game by one of the opponents revoking. Should it be 
apparent that the player not alone wins his game, but also may make his 
opponents "Schneider" or " Schwarz," he is entitled to score these 
values, which intentional or unintentional revoking cannot frustrate. 

If the revoke occurs after the player has already won his game, he is 
entitled to "Schneider." If he has already made "Schneider," he is en- 
titled to " Schwarz." 

Should the player himself have revoked, the play is ended, and he 
loses the game; provided — 

He has not already won the game he announced, without the aid of 
the "Skat" cards. If he has already won the game before revoking, he 
is not entitled to any further possibilities. 

Comment: — Rule on revoking is probably the most important, as it is most liable 
to cause dispute. The writer begs leave to comment on the same. 

It was decied by a majority at the St Louis convention to remit the fine to the re- 
voking party, as an unintentional oversight can so easily occur, and a fine, v^^hen it oc- 
curs in a big game, is severe on the offending player 

General opinion is divided on this point, so home rules should always be under- 
stood and agreed upon. Skilled players contend that the oM rule which has been 
in vogue should be maintained, in which the revoker is fined the vahie of the play. 

A game that should have been lost but won through revoking, the innocent 
partner must also suffer for his partner's misplay. This seems unjust, therefore the 
revoking party was also fined the value of the play, leaving the third party even 

It is contended that two players may take advantage of a third, by throwing a 
game to another. 

Revokes seldom occur among skilled players, and a new player who must pay for 
his tuition will soon be become careful, when he has suffered several times for care- 
less revoking. 



44 AMERICAN SKAT. 

LEADING OUT OF TURN. 

Shciild one of the players lead out of turn, and it is discovered be- 
fore the trick is taken, the cards may be recalled, this however applies 
only to the first trick. 

Should the wrong lead not be discovered until after the trick is taken, 
or during the course of the game, it cannot be corrected, but the play 
continues its course. 

Should a plaj'er during the game lead out of turn, it is considered 
the same as revoking, and the Player is entitled to his game. 

Note: -The conditions of this rule does not affect the Player, as he plays alone, but 
the opponents who are partneis, can thereby expose a card to each other which could 
be taken advantage of against the Player. 

PLAYING OUT OF TURN. 

Should the back handed player, follow suit or throw in before his 
turn to play, which may enable his partner to play accordingly, the same 
is looked upon as a revoke, and the Player is entitled to consider his 
game won. 

A PLAYED CARD. 

A card once played cannot be recalled but must remain as played. 

SHOWING STRENGTH. 

One of the un fairest habits in all card games, and one that should 
be severely rebuked, is for a player to show strength by taking a hold of 
or drawing a card, whereby his partner may comorehend that he is able 
to take the trick, and can play accordingly. 

BIDDING. 

The player who makes the highest bid obtains the play, the elder 
hand retains the ''age," should he hold a game similar in value to the 
bidder, he is entitled to hold the bid, and becomes the Player by an- 
nouncing his game. 

The second or middle hand has the first bid, he must ask or enquire 
of the elder hand, if ''he has" or "have you" (giving a nominal 
amount), the elder hand answers "yes," thereby retaining; or if not, he 
replies "no," or " pass," thereby passing or relinquishing his age. 

Should the middle bandpass, or be obliged to pass to the elder hand, 
then the third or back hand bids or passes to the elder hand, until he ob- 
tains the play, or is obliged also to pass. 

It is not necessary to at once state the value or limit of your game, 
as you may expose your holdings to the advantage of the others. The 
value of your game is scored, no matter at what amount (below its 
value) you have obtained the play. 



gene:ral rules. 45 

BIDDING ON SUIT. 

The original way of bidding still prevails in some circles. The bid- 
der first announces "Call " or " Play," the Diamond is outbid by Hearts, 
then Spades, then Clubs. 

The next is bid on Tourne (the lowest Diamond lo), this, in turn, is 
overbid by Hearts, then Spades, then Clubs. The Tourne is again outbid 
by the announcement of Solo (the lowest Diamond i8), this, in turn, is 
again overbid by Hearts, then Spades, then Clubs. 

The Solo is then outbid by Grand (the lowest with i, 32). 

The bidder obtaining the play, for instance on Solo in Clubs valued 
at 24, can announce a higher game, as a Diamond Solo without two, etc- 

The Nullo equals the bid of Heart Solo, and Nullo Ouvert precedes 
the bid of Grand. 

BIDDING ON VALUE. 

The bidding by numbers has been officially adopted by the St. Louis 
convention, the bid is usually started at ten (the lowest Tourne), but can 
be started at less, or a Call Play exceeding this in value can be played. 
Should the bidder be forced to advance his amount, he can do so dis- 
creedly up to the full value of the game he intends to play. 

The successful bidder can then announce any play he likes, as long 
as the same comes up to the amount bid, or any play of a higher value, 
the others may pass on his bid of 10, and he can announce a game of 80 
01 more, receiving full value of his play irrespective of bid. 

If the bidder says Tourne, it is understood to be lO, he can still play 
the Call Play, if he makes it to equal 10 or more. 

ALL PASSING, 

If all players pass, that is, no one feels he can establish a play, or is 
too timid to risk, a Ramsch is then in order. The one who receives the 
most points in the game loses the Ramsch, the "Skat" cards do not 
count in the game. 

Some players when all pass throw in their hands and the deal passes 
on to the next player. 

TO WIN OR LOSE. 

The total number of points are 120; the Player in order to win his 
game must make 61 points, being one more than one-half of the total 
number of points in the game. 

If he has only made 60 or less, he has lost his game, and is set back 
or pays each of his opponents the value of his play. 

''SCHNEIDERS 

The Player makes his opponents "Schneider" when he makes 91 
points or more, being one more point than three-fourths of the total 
number. 



46 AMERICAN SKAT. 

He is himself " Schneidered" if he fails to make 31 points, or one 
more than one-fourth of the total ; in any event he has already lost 
his game, and saves only one time more than the value of his play by 
escaping "Schneider." 

The opponents at 30 points are safe from being " Schneidered," and 
with 90 points, have "Schneidered" the Player, as he cannot make 31 
points. ' 

"SCHNEIDER'' ANNOUNCED. 

To announce "Schneider," can only be done in the Solo or Grand 
Solo games. 

The player feeling quite confident he can make 91 points in his 
tricks, announces his game and "Schneider" before the beginning of 
the play. 

When he has so proclaimed his play, hfe loSes the game if he does 
not make the 91 points; if he wins his game it adds two times more to 
the value of the game over the ordinary, which includes "Schneider" 
and "Schneider" announced. 

"SCHWARZ/' 

If the Player makes every trick, he has made his opponents 
" Schwarz; " if the opponents make one trick, although not a point is in 
the same, they are not " Schwarz," 

Should the Player not make a single trick, he is then himself made 
"Schwarz;" the two "Skat" cards or his discards also go to the op- 
ponents. 

''SCHWARZ'' ANNOUNCED. 

This also can only occur in a Solo or Grand Solo game. The Player 
announces "Schwarz" in conjunction with his game before the play is 
begun. 

He must make every trick, if one trick is made against him, he loses. 

When "Schwarz" is announced, all the contingences are included, 
as "Schneider," "Schneider " Announced, etc. 

CONTRA AND RE-CONTRA. 

This is a recent and rather spicy addition to the game, and can only 
be tolerated when the players have agreed ♦^o allow the same. 

One of the opponents feeling confident the Player can be beaten, 
announces "Contra," in this event, should the Player lose his game, he 
loses twice the full value of his play, and the one " Opponent" who an. 
nounced "Contra" receives the credit for one full value of the game 
played. 

Should the Player feel confident he can challenge the announce- 
ment of " Contra," and still be able to win his play, he can retaliate by 
announcing "Re-Contra." 



GENERAL RULES. - 47 

Should he then win his game, he wins three times the value of his 
play, and the Opponent loses two times the original value. Or if the 
Player loses, he loses three times the original value, and the Opponent 
wins two times the original value. 

In any of the games where the Player plays with the "Skat" cards, 
feeling he cannot win his game, he can throw up his cards and lose the 
value of his play. But as soon as he has discarded, " Contra "can be an- 
nounced. 

In Solo games ' ' Contra ' ' must be announced as soon as the Player 
has announced his play, or has played his first card, or one card has been 
played and not already followed by another player. 

OVERBIBDING. 

The bidder who has obtained the play on 14 for a Tourne in black, 
with or without one Matador, and turns up a red card, thereby o\ ur- 
bidding his hand, lo«:es, unless he can ''Schneider " his opponents ; the 
value of such game is 15 in Diamond and 18 in Hearts. 

The above rule has been adopted in place of a rule sometimes ob- 
served, in which the bidder loses only the amount bid. 

Should the bidder turn an unfavorable trump, with which he cannot 
win, with or without several Matadors, he loses the full amount in value 
of the trump turned, that is, if the bidder plays with or without thro^Q, 
and turns up a Heart on a bid of 20 or less, and the suit is unfavorable to 
him, he loses the full value 24. 

Should the Player have been obliged to bid up his hand against 
Matadors, and one of the superior Matadors happens to be in the "Skat' 
(which belongs to the player), thereby reducing the value of his game, 
which was not overcome by a possible " Schneider," he has over bid, and 
loses the full value of the play intended, or the next multiplicand to the 
amount bid. 

RECALLING CARD. 

See a Played Card. 

NEW COMERS. 

A new comer who desires to join a game already commenced, must 
begin equally with the party holding the lowest score ; the game cannot 
be averaged as it would be to the disadvantage of the low man. 

If this is not satisfactory, a settlement can be made, and a new game 
started. 

ANNOUNCEMENT TO QUIT. 

A player desiring to quit or terminate the game, must so announce 
unless agreed upon by a time limit. 

The announcement to quit is terminated at the end of three rounds. 



48 AMERICAN SKAT. 

LOOKING AT TRICKS PLAYED, 

Any player is only allowed to look at the last trick taken; at the re- 
quest of a player this trick is to be turned up. 

A player is not permitted to look back further at tricks once taken 
in, to see what cards have been played, or the amount of points they con- 
tain, except when a revoke has been discovered, and the tricks exa- 
mined for verification. 

LOOKING AT ''SKAT/' 

No player is permitted to look at the "Skat" cards. 

Any player looking at "Skat " before the bidding, is either excluded 
from bidding, or if the other players demand, a redeal can be made, the 
offending party is also fined ten Points. 

If the Player looks at the "Skat," the play is ended at that moment, 
his points count to that period, and the winning or losing of his game 
and contingencies are then decided. 

If any of the opponents look at the "Skat," he is fined ten Points, 
the game can either be declared as ended by the Player and his game 
considered won, or if he has already won his game, and has a possible 
chance of making "Schneider" or "Schwarz" he can demand the play 
to be continued. 

ETIQUETTE OF PLAYERS, 

Every player is presumed to hold his hand properly so it cannot be 
seen by his neighbor ; if any player exposes his hand to another player, 
or one player intentionally looks into another's hand, he is fined ten 
Points. 

No conversation regarding the play is permitted which may in- 
fluence another player in " throwing in," or making a certain lead, if it 
occurs the Player can demand his game as won. 

The exceptions to this are only Grand Ouvert and Revolution, 
where the opponents can openly counsel as to the possibilities of de- 
feating the play. 

THE PAUSING PLAYER, 

The pausing player m his turn of a four-handed game, is not per- 
mitted to look into the " Skat. " Should he do so, he is fined lo Points. 
This rule is strictly enforced, as he is interested in the game, and it 
may lead him to a remark objectionable to one of the players, or in case 
of helping a beginner may be able to use undue advantage. 

He can if agreeable to the other players, guide a beginner or novice 
in his game. 

He has no right to make any remark which ma}-- influence any of the 
players in their play or game, nor call the attention to a revoke. 



GENERAL RULES. 49 

THROWING UP THE GAME* 

A player who has overbid his play and thinks he cannot win the 
same, can throw up his hand and lose the value of his play ; he has this 
privilege also after the first trick is played, and before the leading of the 
second trick. By doing so he saves the possibility of "Schneider" or 
"Schwarz." 

After the first card of the second trick is led the Player cannot 
throw up his game, unless he suffers the contingencies thereof, i. e., if 
no trick made, he is considered the same as "Schwarz," if below 31 as 
"Schueidered." 

Should one of the opponents throw up his hand, deeming the game 
as tost, his partner must also allow the same as won by the Player, the 
Player however has the option to demand the hand being played out, if 
he believes he can make " Schneider " or " Schwarz." 

Also see " Overbidding." 

CLAIMING GAME WON. 

The Player laying his hand down, intending to show or with the re- 
mark, " the balance are mine," cannot again take up his hand ; should 
he find he is mistaken, and one of the opponents claims he is able to 
make a trick or tricks, the Player is obliged to play the balance of his 
hand open. 

If the Player believes he has already won his play and lays down his 
hand, indicating he has won his play, and it should be found he is mis- 
taken, he cannot again take up his hand, and his plav is considered as 
lost. 

DISCARDING. 

The Player who adds the "Skat" cards to his hand must discard 
two cards, he may discard one or both of the cards taken up. 

The Player has the privilege to discard any two cards he chooses 
which may strengthen his game — clearing weak suits which enables him 
to trump, or such cards which are valuable in the points they contain 
toward winning his game. 

Should he be weak in trumps, and hold high scoring trump cards in 
danger of being taken, he can discard these. 

A Player having a long suit, including Ace, Ten and King, may dis- 
card Ace and Ten. If he thinks there is a possibility of making two 
tricks, then discard the Ten in preference to Ace ; his Ace being good 
for one trick does not expose his holdings. 

Should the Player fail to discard, or it is discovered he has discarded 
more than two cards, his play is considered the same as lost. 

THE LEAD. 

The elder or lead hand at all times has the first Jead, the assertion 
that in open games, as NuUo Ouvert, Revolution, etc., the Player has 
the first lead no matter what position he holds is not correct. 

GAMES PERMITTED. 

See Part 5, Games Announced. Also Limits 



GENERAL TERMS USED. 



BACK HAND. 

The player sitting last or holding the third hand at beginning of 
any play (ger. hinter hand), he has also the last bid. 

BIDDING* 

The bidding or to bid ; the player who desires to make a game, chal- 
lenges his comrades by auction lor the right to play. The one mak- 
ing the highest " bid" obtains the play. 

CALL PLAY. 

The first play, termed in german as ^'' Frage,''^ meaning to ask or 
request; in this the bidder asks the elder hand if he has a play, the elder 
replies^^s, or / have, the bidder then raises his bid, etc. This formality is 
sometimes changed by the bidder simply announcing play or Pll play, 
the age hand answering 5<9 will I or I retain, the successful bidder announ- 
ces Frage, receiving the privilege to call for the two " Skat " cards and 
combine them with his hand. The writer with due respect to criticism, 
could find no more applicable title in translating or Americanizing this 
play, except by terming it " Call Play. " 

CLUBS. 

The highest suit in value of Skat, it is known in german as Kreuz 
(croyts), in german Skat cards as Eicheln (Acorns), and in the french as 
Treflf. 

COCK STOOL. 

It has become the custom, that when a player's account stands at any 
time at iii, 222, 333, etc., he must pay a forfeit by treating ; it is usually 
hailed with delight, though sometimes it may not occur the entire 
evening. 

CONTINGENCIES. 

Besides the number of Matadors, which enhance the multiplying 
basis value of a play, by the counting of one time for the game itself, the 
further possibilities, such as making Schneider, announcing Schneider, 
making Schwarz, announcing Schwarz, are termed the " Contingencies.' 

DIAMONDS. 

The fourth suit in value of Skat, it is known in german as Eckstein, 
in german Skat cards as Schellen (Bells), and in the french as Carreau. 

DUCKING. 

A phyer holding the trick making suit, but staying under the card 
led— with the expectation of capturing a better trick in the same suit — 
is calfed " Ducking." Taking the trick with a smaller card, but reserv- 
ing the Ace or other good suit card for another trick is the same. In 
german it is called Schneiden^ "to cut." 



GENERAIv TERMS USED. 51 

ELDER HAND^ 

The party to the left of the dealer ; he has the «^^ until he is obliged 
to pass. He always has the first lead. He is in the best position to play 
game as he controls the first lead. In german he is known as Vorhand. 

FEINTS, 

A Player holding the two or three highest cards of any suit or 
trumps at the time of his lead, and if he leads the smallest or smaller 
one, is known as Feigning. The second player is misled or in a quan- 
dary whether his partner can take the trick. 

FORCES* 

The Players long trick taking suit, beginning with Ace, is termed 
Forces, with Ace, Ten, King, etc., the suit is a closed Force, if Ten or 
King is lacking it is an open Force, whereby a trick is possible to the 
opponents. Or after a trick is allowed them, the remaining suit may be 
the Players Forces. 

GERMAN DECKS. 

In a german deck the suits are represented by Acorns equivolent 
to Clubs, Green Leaves equivolent to Spades, Hearts the same as in 
english. Sleigh Bells equivolent to Diamonds. The cards rank Ace and 
King the same, Ober in place of Queen, and Unter in place of Jack . 

GRAND* 

Grand or Grando is applied to Grand Solo. In this game the Jacks 
only are trumps, and it ranks the highest in value of any in Skat. 

GRAND POT. 

Is applied to a special stake made in the game, by each player con- 
tributing a nominal sum, or each dealer making an " anti " of say five 
cents each time he deals. The first player winning a Grand play cap- 
tures this Pot. It increases the endeavor of each player to establish 
a Grand hand. Should the Player however lose his game, he must for- 
feit an equal amount, equal to that in the Pot, which is then divided 
among the opponents. 

GUCKSER. 

The use of this word is a recent addition to the games in Skat, and 
is a german misnomer, meaning to peep in or look in, thereby appro- 
priating the two " Skat " cards in the endeavor to strengthen an uncer_ 
tain Grand hand. The name literrally translated would be "peeker." 

HEARTS. 

The third suit in value of Skat. It is known in german as Herz, in 
german Skat cards as Roth (Red), and in french as Coeur. 



52 AMERICAN SKAT. 

JACKS, 

The leading trump cards in Skat, are also known as "Knaves" 
and " Bowers," also as the leading Matadors. In the german cards 
the Jack is represented as "Unter," or called "Wenzels," They are 
also referred to as '* Buben '* and "Jungen " (Boys). 

JUNGFER. 

A term applied in the game of Ramsch, translated "Maiden." 
Should a player be able to avoid a single trick he has matdened his hand 
which increases the loss to the loser. 

KIEBITZ. 

The very undesirable "onlooker," who has your best wishes, if he 
makes a journey to some other state, where he could not criticise your 
playing, or tell you he would have played a Grand with the hand held, 
or otherwise comment on your lack of judgement. 

LONG AND SHORT SUIT, 

There are ii trump cards, a player holding 6 or more trumps is long 
in trumps, and can force the outstanding trumps to advantage. With 4 
or less, he is short in trumps, and must depend on good suit cards to 
win tricks. There are 7 cards in the common suit, 3 or more are con- 
sidered a long suit, while 2 or less constitute a short suit. 

MATADORS. 

Are the high trump cards beginning with Jack of Clubs. The " Ma- 
tadors " end as soon as the sequence is broken, then the balance of 
trumps becomes common. Without Matadors, applies to the Player's 
missing high trump cards, down to the highest trump card he actually 
holds. 

Matadors are the first multiplicands in establishing the value of a 
hand held. 

MAUERN. 

This is a facetious appellation given to timid players, who do not 
risk a play when holding a fair hand, or quickly pass when another 
has bid, feeling strong enough to upset the Player instead of chancing 
a play himself The player losing the "Ramsch" is usually accused 
of being a " Maurer " (a, stone mason, piling up bricks). 

MIDDLE HAND. 

The party to the left of the Elder hand. He has the first bid the 
to the age hand, and the Elder hand passimg — holds the ag-e. He plays 
second to the first lead, and his position is the most hazardous at the 
beginning of the play, if he is the Player. 



GENERAL TERMS USED. 53 

NULLO. 

NuUo is derived from the german, meaning no, none, or nil. As 
applied, the Player announces he will not take a trick. 

OLD ONE, THE. 

The Jack of Clubs, the highest trump card, is referred to as the Old 
one, or the black Jacks, the Old ones. The red Jacks being the lesser in 
strength, are referred to as the Younger. 

OPPONENTS, THE. 

The participants who immediately array themselves against the 
Player, and attempt to defeat his game. They become partners and are 
jointly interested in the outcome of the play. 

OUVERT. 

Ouvert is derived from thefrench, meaning " open." This applies to 
games in which the hand is laid open, or exposed on the table. 

PASSING. 

The middle hand unable to bid, so announces by passing, the back 
hand then bids or />«5"J<?J. If all pass the Ramsch is the rule of play. 
The age when outbid, either announces no (not having amount bid) or 
" pass." 

PLAYER. 

The individual who obtains the play through the highest bid, and 
makes or announces a game, is termed the "Player." 

POINTS AND TRICKS. 

The points are the valuation of face value of the scoring cards^ 
Tricks being the 3 cards in each round of play. The points which the 
Player captures in his tricks, enable him to win his game. 

POST MORTEMS. 

Referred to in german as Leichen-Reden (funeral sermons), is 
facetiously applied to the party that afterwards dissects the hand that has 
been played, and attempts to point out the possibilities, if it had been 
played otherwise. 

RAMSCH. 

Is the name applied to the game in which every player avoids mak- 
ing tricks or points. The one receiving the most points loses. It is 
therefore a contest or endeavor of the players to make as few tricks as 
possible. V 

RETAINING. 

The Elder hand v/ho holds the age is challenged, he retains the privi- 
lege of naming a play until forced to relinquish by a higher bid. The 
age passes to this bidder, and he retains, until the other player passes or 
outbids him. 



54 AMERICAN SKAT. 

REVOKING. 

The player who does not follow suit when he is able to do so has 
revoked^ either intentional or unintentional. He has revoked or re- 
nounced when he does not follow the suit or trump called, having the 
same in his hand. 

REVOLUTION, 

The open game played by the Player, in which he challenges the 
two opponents hands combined, to force a suit on him which he cannot 
avoid taking. 

SALMON- 

The player, as in '* Beer Skat," who is first forced to the 200 points, 
or limit, whereby he loses the game for the cigars or drinks, is sometimes 
referred to as having caught the ' ' Salmon." 

SCHNEIDER. 

The origin of this term is uncertain. It applies to the Player or 
players who do not capture over one fourth of the points in their tricks, 
or over one-half of the deviding line of the total which determines the 
winning or losing of the play. Schneider is also understood by some 
players as " not being out of the woods." 

SCHWARZ. 

The appellation of the word Schwarz to the Player or players that do 
not make a trick, is literally translated " Black," but means the same as 
our phrase White-washed. 

SINGLETON. 

A bare suit card of any kind is sometimes referred to, or known as a 
Singleton. 

^^SKAT,^ THE. 

The two cards which remain on the table turned down, and from 
which the game also derives its name, are called the " Skat." The term 
is the same as the "The Blind" or "The Widow" in some games. 

SLEEPERS. 

The Player playing a Solo or Grand game, and a card does not fall — 
which is valuable to him, it is then apparent — the card is sleeping in 
the "Skat," and is called a "Sleeper." 

SMEARING. 

Meaning to fatten or swell your partners tricks, by "throwing in " 
cards of good point values on such tricks as the partner can, or you be- 
lieve he can take. Either high scoring trump cards, or being out of 
suit, throw in good scoring cards on your partner's tricks. 



GENERAL TERMS USED. 55 

SOLO. 

Solo or Solitary is derived from latin, meaning alone. It means the 
Player will play a game without any direct or indirect assistance of 
the "Skat" cards. 

SPADES. 

The second suit in value of Skat. It is known in german as Schuep- 
pen (Shippen), in german Skat card as Gruen (greene — green leaves), 
and in french as Pique. 

STRETCHING. 

Referring to rule "Throwing up Game," where the Player, finding 
himself unable to win his game made or announced, can in due time 
throw up his game as lost, and avoid losing the further contingencies, is 
called stretching. 

STROH-SCHNEIDER. 

The facetious name applied to poor players, or those who have not 
as yet acquired skill in playing the game. Also jocularly applied to the 
'■''luckless ones,''' translated as Straw-cutter, equivalent to "Hayseed." 

THROWING OFF. 

A player not having the suit called for, has the option to trump the 
same, or throw off a short suit, it is termed throwing off or discarding 
a short suit. It enables him to trump this suit when later called for, or 
be able to throw in scoring cards from another suit, when the partner 
holds the winning cards. 

TOURNE. 

Is derived from the french, meaning to turn over^ which applies t j 
the game in which a trump is turned up. 

TRUMPS. 

The suit made or announced become the trump cards, in all games 
wherein a suit is made trumps. There are 11 trump cards (the four Jacks 
are combined with the trump suit), in Grand plays there are only 4 
trumps (the Jacks), and in the NuUo plays there are n© trumps. 

VISITING VILLAGES. 

A Player that exposes or is obliged to expose his weakness in trumps, 
and tries to win his game by leading his high suit cards, is styled "Visit-. 
ing the Villages" (Auf die Doerfer gehen), meaning to beguile or cap 
ture suflBcient natives to gain his end. 

WITH. 

Is applied to the number of Matadors in trumps. The Player plays 
with^ ending when sequence is broken. 



56 AMERICAN SKAT. 

WITHOUT* 

Is applied to the number of Matadors the Player plays against, until 
the first highest trump he holds, as playing without one, two, etc. 

WITH THE ^'SKAT.^ 

Is applied to the games in which the "Skat" cards become directly 
in use with the game played, as in Call Play, Tourne, Grand Tourne and 
Guckser. 

WITHOUT THE ^^SKAT.^ 

Is applied to the games where the "Skat" cards are not used, as 
Solo and Grand Solo, but they belong to these games at the end of the play_ 

In the Nullos and Ramsch, the "Skat " cards are not taken into con- 
sideration. 

ZWICKMUEHLE. 

The same as see sawing the Player, the opponents having the Player 
at their mercy, each being short or out of a suit, trump and replay the 
suits to the Players disadvantage. 



k 



^^p ^5^ ^5^ ^T^ ^5^ ^5^ 



PART FOUR, 

FINESSES OF PLAYERS. 
FINESSES IN THE VARIOUS GAMES. 



♦ ♦ ♦ ♦ ♦ 



FINESSING. 



RULES FOR THE PLAYERS. 



Notes — Many old and experienced players, who have given the playing, 
of Skat considerable thought and study, ofttimes differ in the 
manner of playing the various hands, in the different positions 
they may occupy. 

Every definite rule may be broken, as circumstances will permit, and 
exceptions may occur to all rules. Still a methodical rule in all 
plays should generally be adhered to, and what is called the es- 
tablished system, will, nine times out of ten, prove correct. 

When the Player and opponents are evenly balanced in strength, 
the general rules will always, prove best, as the opponents 
will discover the weak position of the Player and make the best 
of it. Should the Player be strong in his hand, strategy, as 
experience teaches, will have to be used by opponents to over- 
turn his play; in such cases, the regulation order of playing may 
be changed. 

The endless combinations would afford unlimited detail to describe, 
so the writer will endeavor to present only the main methods 
in playing the various hands. 



RULES FOR THE PLAYER. 

The Player, when he has the lead, should always lead 
trumps (with few exceptions), and force the trumps out, where- 
by he can afterwards use his strong suits to good advantage. 

When he is long in trumps, and has drawn out all the out- 
standing trumps, he should play his long suit until exhausted, 
holding a single short suit until the last, in the hope that this 
suit may be thrown off. 

When he holds two short suits he should play one, that he 
may be able to throw off the other, if the same suit is played 
again, and afterwards be able to trump the suit he discarded. 

If the Player is weak in trumps, with Aces and Tens, he 
may discard trumps and high scoring cards to good advantage, 
then figure that 3 or 4 ^ood suit tricks will win, before oppo- 
nents discovering his weakness, play trumps, drawing out his 



6o AMERICAN SKAT. 

trump cards, then play their long suit, giving the partner 
opportunity to throw off a suit, thereby rendering him able to 
trump the Players' good suit. 

The Player, unable to force a strong trump hand against 
him, should lead his best suit, forcing the opponent to trump, 
and also to take the lead, whereby the Plaj^er may hold back 
and use his scoring cards by ducking in trump or suit leads to 
advantage. 

If the Player holds one Jack, Ace, Ten and two small ones 
(5), he should lead the small trumps first, thereby forcing 
trumps with small ones, leaving him another lead with Jack. 

If two Jacks, Ace or Ten and two small ones, lead Jacks 
then small ones, with two best Jacks he gets three leads, if two 
inferior Jacks, he may force the others and make Ace high. 

With the best or second Jack only, play small trumps, 
reserving the Jack toward the last, unless the field can be 
cleared by leading it, a lone Jack first played will leave the 
Player to great disadvantage, and he will be the prey of his 
opponents. 

With two best Jacks, lead second first, it places the first 
opponent in a quandary, and he may throw in his Ace or Ten 
hoping that his partner can take the trick, if one high scoring 
card falls (Ace or Ten), and you hold the other, lead a small 
one, forcing out trumps, which will give your remaining Jack 
a good chance to capture the balance, otherwise your third lead 
may find one of your opponents out of trumps, and sjjiear 
heavily. With three best Jacks, lead smallest first; the three 
best Jacks and two minor trumps if the other trumps are 
equally divided will clear the field. 

If one opponent is out of trumps and the other is long, stop 
playing trumps and force with your suit cards, and make your 
opponent play to you, you can then use your best trump to 
good advantage. 

In plain suit, if Player holds Ace, Ten and King, etc., in 
unbroken sequence, lead from Ace down; with long suit of Ace, 
King and two or three smaller, also lead Ace, as if the suit is 



FINESSES OF PI.AY. 6i 

divided the Ten is liable tQ fall; afterwards by leading a 
smaller one, the suit is either exhausted or one of the op- 
ponents is able to trump the balance. 

With Ace, King and one small suit card, to make the best 
of this suit, the Player should first lead the small one, the Ten 
will most likely fall, leaving the Ace and King good for two 
tricks, otherwise, as the Ten cannot be expected to fall to your 
Ace lead, it will leave the two suit tricks to your opponents. 

With Ten and King only, always lead the Ten first, forc- 
ing the Ace out, and the King is then high, if King is played 
first the holder of Ace is almost certain to duck, and finally 
capture your Ten and you cannot regain the lead in this suit; 
with a Ten and small one, both are almost certain to be lost, 
unless the Ace of suit has been led by opponents. 

RULES FOR THE OPPONENTS. 

By following closely the lead of the Player and fall of the 
cards, the opponents can form a fair idea of how the trumps 
may stand. 

It should be the endeavor of the opponents to always get 
the Player between them by the third player taking the trick 
if possible, so he may lead back a long suit; should the Player 
have this suit, the back hand may be short, if not the Player 
is forced and weakened in trumps. 

If the Player plays a Jack, and the second hand has a 
higher one, he should take the trick, as his partner may lose a 
good scoring card, or the Player is able to lead trump again 
and force out trumps more readily. 

On your partner's trick always throw in your highest card 
of the suit, if only Seven and Eight spot in your hand be sure 
and follow with the Eight, if he has not the Seven in his own 
hand, or the Player did not follow with the Seven, then he 
knows you still have the Seven and will govern his play ac- 
cordingly so the Player cannot throw off another weak suit. 

Draw out the trumps if Player is weak, whereby you may 
establish your and your partner's good suit, without danger of 
being trumped. 



62 AMERICAN SKAT. 

In holding a suit against the Player when it narrows down 
to the last three tricks, it is advisable to retain a guarded Ten- 
spot, in preference to a suit with an Ace, as the Player is likely 
to have a common suit headed by an Ace, and a trick is pos- 
sible, whereas an Ace retained may become valueless. 

ELDER HAND. 

With Player in middle, the lead should always be from 
longest suit to weaken the Player, also giving the back hand 
an opportunity to clear his weak suit, as no matter if your long 
suit consists of large or small cards it will have the same 
result. 

If your long suit consists of an Ace, King and others, and 
you are not certain that this suit was discarded by the Player, 
lead King, the Player holding Ten and others, and fearing 
the back hand will duck, the partner is then able to throw off, 
then following with Ace and other suit, the back hand can 
establish by clearing other suit, trumping, or smearing. When 
the Player is caught this way, he invariably loses his game, no 
matter how strong his hand is. 

If two black Jacks are led, and on second lead, you have 
the third Jack and Ten or Ace left, sacrifice the Ten or Ace, as 
your Jack is sure of a trick, by sacrificing the Jack you are 
sure to lose the scoring card to the Player if the fourth Jack 
or Ace have not already fallen. 

If your partner as back hand leads, the suit led by him is 
presumed to be short, if>ou hold Ace and two more, by all 
means put on Ace and lead back this suit, at any rate go over 
the suit led if possible. 

If partner leads Ace from back hand, it also denotes he is 
short in this suit, follow with a small one, and play back this 
suit at your first opportunity. 

You are then to be guided by the fact that your partner 
plays and shows you his short suit, and you can estimate from 
your own hand the possibility of Tchat the Player may hold 
or have discarded. 



FINESSES OF PLAY. 63 

Always take the Player's trick if possible to gain the lead 
on your long suit or suit shown by your partner, unless your 
partner has taken the trick and you have a short scoring 
trump to throw in. 

BACK HAND. 

Should always take the suit trick of his partners, as he 
knows he is long in this suit, by staying under the partner 
will lead suit again, and it is almost certain to be trumped. 

If a black Jack is led by the Plaj^er, and you hold only 
one small trump and a red Jack, put on your Jack, this shows 
to your partner the strength of the Player's trumps, and he 
can also sacrifice his Jacks in preference to his good scoring 
trumps. 

Always lead your shortest possible suit to put this or a 
further lead in the same suit into your partner's hands, where- 
by you may throw in point cards, or throw off other short suit 
or trump. 

If of tvv'O suit singletons, lead the smallest scoring card, it 
may enable you to throw off the other on former suit led by 
your partner. 

If you hold a bare Ten spot, do not hesitate to play this, if 
your partner does not hold the Ace, the Player is forced to 
take it, and your partner holding King and Queen, will be 
able to make tricks in this suit on which you can throw in to 
advantage. 

The rules of playing by opponents in the various games, 
will be more fully defined, in noting the playing of the different 
games under their respective titles. 

IN CALL PLAY AND TOURNE. 

The general rules in the playing of a Call Play {Frage) and 
Tourne are much alike, as however the Player of a Call Play 
is long in trumps or good suit, also with or without a number 
of Matadors, the description of playing the cards in a Tourne 
will show the finesses to best advantage. 



64 



AMERICAN SKAT. 



The Tourne hand herewith illustrated is well balanced, the 
proper rules of playing for each player to observe will be de- 
fined, how the same hand could be won or lost if held by the 
different players, and in ihe manner played. 



Number One. 
Elder or lead hand holds: 



A 




^ 








Middle hand holds, (i5 is the Player)': 

WW 




B 



Back hand holds: 









^^9 
^ ^ 

^„^ 
^v'.^ 




<7 c:? 






c 



A. . A 4. A 
^ ^ A A 

JUr A ^ ^ 



4i 4i 








o 




O 

o o 



00-0 



000 







^^ 






The Tourne or trump is Clubs. 
The Player, B, has discarded. 

THE PLAY. 

A plays King ^, B fearing Ace in back hand, ducks 
with Seven ^, C* plays Nine y, - - 4 

A then knows Chas no more Hearts, for if he had Ten he would have 
taken trick, or if the Queen he would have so shown. 

A then plays Ace ^, B follows Queen y, CTen ^, 24 

A seeing his partner throw off Ten of Spades, suspects the same to 
be unguarded, as he himself hoi Js three Spades. 

A plays King 4^, B covers with Ace 4|^, C trumps 
with Ten 4I1, - . - - 25 

Cthen leads, he must try to put the lead in Elder's hand again, or have 
the Player get the lead, so that the Player cannot throw off a weak suit card 
still to be taken by Elder hand. 11-2 may oflfer a sacrifice by playing Ace of 
Diamonds or he may p^ay Seven of Diamonds which will put the lead in 
Elder's hand, il not trumped. 



FINESSES OF PLAY. 65 

C leads Seven ^, A follows King ^, B, who is al- 
ready in hopeless straits, as his Eight i^ will lose an- 
nother trick, he may throw off or trump, if trumped, he 
leads. B leads Jack i^, C follows Seven of^, A takes 
with Jack 4^, _ - _ . 4 

A leads back with Eight y, B covers with Ten y, 
C trumps with Eight 4^, - - - 10 

They then have - 67 

A knowing also another Spade in B's hand, may play 
Queen ^, followed by B Eight ^, C throwing in Ace ^, 
being 14 points, or a total of 71 instead ot 67. 

Sam]^ Position for B to Win. 

B has already discarded Ten ^ and Seven f^, - 10 

A leads King ^, B trumps Ace 4I1, C plays Seven ^, 15 
B plays Jack i^, C throws in Ten 4^, A takes with 

Jack of 4I1, - - - - — 

A plays Nine 4^, B Ace 4^, catches C's Ten 4^, - 21 

.^ plays Jack ^ , C follows Seven 4k, A Queen 4^, 5 

B plays Nine 4I», C Eight 4^, A takes Jack 4, - — . 

The trumps are then off the field, except the Player's King of Clubs, he 
is now able to win. 

A leads King 4^, B follows Eight 4^, C Ace ^, — 

If A leads Ace ^ , B retains next highest card in this suit. 
If A leads Queen 4^, B trumps King 4^, C throws off, 7 

B leads Queen y, which A must take or i9has 61, ^ 
taking this with King he still holds a suit card which B 
may take to win his game. 



66 



AMERICAN SKAT. 



Number Two. 
The same hands are illustrated in different positions. 
The elder or lead hand holds : 



A 



4. ' 4. 






4. 4. 
4» 



4. 4. 



4. 4. 



4. 4. 
4. 

;j [^ 4^ 

The middle hand holds: 



^ 
^9? 

^ ^ 







o o 



0% 



o o 

o o 




9 




9 ^ 





Back hand holds, (the Player) 

4^ 



c \m 





Clubs being trump, the same discard. 

THE PLAY* 

A leads Nine y, B assumes short suit, puts in Ace 
y , C Seven ^ , - - - - 1 1 

B leads King ^, C covers Ten ^, ^trumps Ten ^, 24 

A plays Ten ^, B throws in Nine ^, C takes with 
Ace 4, - - - - - — 

C plays Jack ^, A follows Seven 4^, B takes with 
Jack 4I1, _ - . . 4 

B leads King 4)^, C follows Eight 4^, A throws 
in Ace ^, - - - - - 15 

B plays Eight ^ , C follows Queen y, A trumps 
Eight 4I1. ... - 3 

A plays Seven ^, i5 covers King ^, C trumps with 
King 4I1, - - - - - — 

C leads Jack y, ^4 throws off Eight ^, /? Queen 4^, — 

(7 leads Nine 4^, A Queen ^, ^5 takes with Jack 4, 5 

The game is lost, the opponents have 62 

The fact hardly requires illustrating, that if^ played his 
long suit, Ace ^, C could easily win the game by taking with 
trump; even if A played Seven ^, B putting on King 4, 
C could have thrown off Eight ^, a dangerous suit card. 



FINESSES OF PLAY. 67 

Same Position for C to Win. 

C has already discarded - - - 10 

A first lead Ten ^, B plays Nine i^, C takes Ace i^, 21 
C leads Jack ^, A throws in Ten 4I1, B takes Jack d|k, 
B leads King 4^, C Eight 4^, ^ throws off Nine ^, 
i5 leads Ace ^, Cplays Seven y, A throws in Ace ^, 
i5 leads King y, C covers Ten ^, A trumps Seven «|k, 
^ leads Seven ^, i5 covers King^, C trumps King ^, 8 

C leads Nine 4ii, A plays Eight dli, ^ takes Queen ^k, 
i5 leads Eight ^, C Queen ^ , A throws off Eight ^, 3 

C leads Jack y, A throws off Nine^, B plays Jack ^, 4 

C leads Ace 4I1, A follows Queen ^, B Queen ^, 17 

C, the Player, has 63 

The same hands as illustrated, A being the Player holding 
the making hand, hardly need be detailed, as A being the 
Player with first lead, has a decided advantage by leading 
trumps and weakening opponents. The opponents continue 
to play their hands under the same rules, and have an equal 
show of winning the game. 

Notes. — The playing of the Tourne hand as described, the oppo., 
nents must in harmony endeavor to overthrow the Player's game. 

By playing his weak suits to his disadvantage. 

By placing him as much as possible between them. 

The party behind the Player shows his short suit by leading the 
same, apprising his partner, so he can at first opportunity return this 
suit, and the back hand can then throw off or trump to advantage. 

The possibilities in a Tourne game as well as others, are almost 
without limit. A Tourne without the four Jacks, with good suit cards is 
not difficult, as the Player can discard to advantage and figure on draw- 
ing out trumps and have trickmaking suits to win his game. It is 
worthy of mention that the writer has been present on several occasions 
where a Player had 3 strong suits, and turned up a bare 7 Spot (against 
10 Matadors), the Player discarding two good scoring cards, keeping the 
Ace and Ten of his short suits, was enabled to make 4 tricks and win his 
game, on one occasion 3 tricks, the Player capturing a Tenspot of one 
suit, won him the game. 



IN PLAYING SOLO. 

The next game to Tourne is the Solo, which again has 
some variations in playing. The opportunities of winning a 
Solo weak in trumps, are as good as defeating the Player who 
may have eight or even nine of the eleven trumps. 

In Solo the player establishes a game with the cards which 
lie holds in his hand, without the assistance of the "Skat" 
cards (which go to him at end of play). He is also unable 
to discard weak suit cards. 

He has the further opportunity, if he is confident of making 
91 points to announce " Schneider," or if every trick to an- 
nounce "Schwarz," not having the lead will make these 
announcements quite dangerous, as with all trumps and one 
Ace of another suit, the Elder hand having this suit long, 
plays the Ten, Plaj^er covers w4th Ace, the back hand not 
liaving his suit and holding Ten of trumps, can take the trick 
and opponents have 31 points, although every other trick 
goes to the Player, he has lost his game. 

A Player with seven trumps, no matter how strong, is al- 
ways in danger, if the remaining three suit cards are each of 
different suit, not Aces, for the Player not able to discard, it is 
the rule for the opponents to lead their Aces as soon as they 
have the lead, and change suit each time^ this gives the Player 
no chance to throw off, and opponents leading Aces, with the 
Tens in partner's hands or capturing a King or Queen from 
Player, with another King or Queen from partner, they may 
have 60 or more points, these conditions can occur at any stage 
of the play. 

When you have led an Ace, and the Player foUowes suit, 
your partner putting on small card whereby you understand 
he has no more of this suit, and the Ten still remains in the 
Player's hand, lead again with same suit, the Player is forced 
to play the Ten and your partner can trump. 



FINESSES OF PLAY. 



69 



A well-balanced Solo hand is illustrated as follows; 
The Elder hand holds: 



A 










9? 



«»^ 



-i". '^ 



^TV^ 






4> 4* 



4* 
4- 4* 



!%1 

;0 0! 



The middle hand holds, (the Player) 



B 








' ^^^%H^' 




The back hand holds: 



C 




9 <? 

oOo 

0^0 

o oj 






0^0 








spades being trump, in " Skat" lay: 



9? 






^ by the rules leads Ace 4)^,i5 follows King ^, C fol- 
lows Seven Jf^, - - _ _ 

A, seeing C's shortage in this suit, leads Queen 4k, 
B covers Ten Jf^, C trumps Ten 4J^ , 

(Tthen leads King ^, A covers Ace ^, i5 trumps, 
^ leads Jack 4I1, (7 throws off Seven ^, A Seven ^, 
B leads Jack ^ , C smears Ten y, ^ takes Jack i^, 
It is then quite natural that C will keep his Ten ^ 
guarded until Diamonds are led, and take King ^ with 
Tenof^, - - - . 

Total, 

Although there was a bare possibility that the game could 
have been lost if A led a different suit, B stood every chance 
of winning if this had been the case. 

A even leading the bare Ace y, which would have been 
taken, or his Eight ^ which would have been covered by ^'s 
Ace ^, B's lead of Jack ^ would have caught C's Ten 4|^, and 
the balance of the play w^ould have been considerable to his 
advantage. 



15 



23 



14 



^4 
66 



70 



AMERICAN SKAT. 



Winning a Club Solo "without 



Seven Matadors. 



The Player holds: 




4* ^\ 
4.. 4-1 
4'*^> 
4. 4. 


4» 
4. 4. 

4.^4. 



4. 4. 

4. 4- 


^ 








o 



0^^ 

o o 



The cards being evenly distributed, this hand is a very good 
one, as the Player can take each suit led, and leading a small 
trump each time, he forces the outstanding trumps. 

Should one of the opponents not have one of the Player's 
suit, and the other short of another suit, the possibility of a 
calamity overtaking the Player can easily be conjectured, if 
the opponents play their long suit against him, and trump in 
(cross-rti^). 

A Club Solo with 9 trumps can be lost as follows : 
The lead hand holds: 



A 




9? 




9? ^ 













O 



The Middle hand holds (The Player): 



B 




The Back hand holds 



C 



In the 



A leads Ace y, -5 follows 10 y, C S77iears Ace 4|^, 32 

^ leads any suit card, B trumps, C throws off, 

B leads Jack y, C smears Ace ^, ^ takes Jack 4j^, 15 

^ leads any suit card, B trumps, C throws off, 

B leads Jack ^, C smears 10 4|^, A takes Jack dd, 14 

Total, - - 61 

While the above hand would not be so played by ex- 
perienced playeis, yet the illustration shows the possibilities 

of the game. 



FINESSES OF PLAY. 71 

An expert player holding the same hand under the same 
conditions with experienced opponents, would calculate at 
once how many points his opponents may get. He w^ould on 
his second lead, lead one of his smallest none- scoring cards, 
which at the outside would allow his opponents 59 points. 

IN PLAYING GRAND. 



The finesses in playing the Grand hands are still more 
interesting. There are two points to observe, first, there being 
but four trumps (the 4 Jacks), the Player must calculate care- 
fully the power of these factors in his as well as his opponents 
hands, and secondly the suit cards, each suit (of 7 cards) 
having the same value, and the power of his trickmaking 
cards, when the trumps have been played. 

With the four Jacks and no Aces, the Player may play a 
Grand if he has a long suit of at least 5 including Tenspot, he 
will lose one trick in this suit, and one on the remaining suit 
card, and can trump and get the balance of tricks. Without 
any of the four Jacks, a Grand is frequently played by the 
Player holding 4 Aces, and at least two Tens. He must de- 
pend on the suits being evenly distributed, should one of his 
Ace and Ten suits be too long, his play may turn out disas- 
trous. 

The Player with only one Jack, should have at least three 
good suits. By playing the Jack, he may force one or two 
Jacks. He should be careful to note the standing of the 
fourth suit, if he himself has the Ten guarded, it places him 
to some advantage. He may also hold several of the fourth 
suit, noting thereby that this suit is not too povv^erful in one 
of the opponents' hands. The possibility of the three Jacks 
and the long fourth suit being in one opponents hand is not 
likely, as can be noted by the bid. 

With two Jacks falling bringing the lead in the long suit 
hand, the other partner will be enabled to throw off and cap- 
ture one of your suit tricks by trumping, if he holds the re- 
maining Jack. He must then return a lead to your advan- 
tage, and you may still win. 



72 



AMERICAN SKAT. 



The Player holding the lead with the best Jack, and three 
good suits, is placed to a better advantage, as he may at 
once draw out one or two Jacks, and reduce the chances of 
having his three Aces and Tens trumped. 

With Jack of Clubs and one red Jack, the Player must have 
at least two good long suits. If he cannot draw out both out- 
standing Jacks with his best Jack, he must then lead one of his 
long suits before playing his other Jack, until he forces the 
outstanding Jack to trump, whereby he can trump again with 
his Jack, and regain the lead. 

The Player with either of the three Jacks, can easily draw 
or force the fourth Jack, reserving two to trump when he has 
cleared his hand of weak cards, and be enabled to use his 
long suit to advantage, whereby one long suit with Ace is a 
good Grand hand. 

Tipping: — Should the Player lead the Jack of Clubs, ana 
one of the opponents not holding a Jack, he should show his 
strongest suit to his partner, by playing a small card of that 

suit. 

Should a smaller Jack be led by the Player, the one oppo- 
nent should, if his partner can take the trick or he thinks he 
can, throw in his bare suit card if Ten or King. Or otherwise 
indicate his strong suit, whereby his partner may get the bear- 
ing of the hands. 

With one black and red Jack, and two good long suits, the 
extreme possibilities of a Player in the lead of a Grand, can, 
if he has Jack of Clubs, make his opponents **Schwarz," but 
if his black Jack is the Spade, he may himself be made 
"Schwarz." This play will be illustrated later. 

The strength of Grand hands are illustrated as follows, 
without four Jacks ( Matadors) : 



1 


4. ^ 


9 



9? 9? 


@ 







0^1 


0% 



Play Ace Spade, then Ace Heart, then Ace Club and Ace 
Diamond, then follow with two Ten spots. Do not lead your 
Aces and Tens in succession, for if one of your suit is trumped 
the lead will come to you again in the other three suits. 



FINESSES OF PLAY. 
Without three Matadors : 



7S 



i^ 


* 










^ 





oooo 

o o 

oooo 




Play Jack ^, it will force one or two Jacks. You are sure 
of one Diamond trick, if one of your Ace suit is led, lead back 
Ten ^, forcing Ace (which may be ducked on your King 
lead), then you will be able to regain the lead. 



Without two Matadors: 




r' 




^ ♦ 

T 
^ ♦ 

♦ ♦ 






0^0 

oOo 

0^0 

O 




o o 

0% 



Play Ace Jft, then Ace 4^, then Ace ^, Ten ^, King ^, 
until a Jack is forced ; you then hold two Jacks for a favorable 
trick. Should you lead a Jack, and one of the opponents hold 
the two black Jacks, and draw out your other Jack, and 
Hearts are led long, you lose your game. 

With four Jacks but no Ace : 










9? 9? 



In any position this hand is won, the opponents can only 
make two tricks, the player trumps at every opportunity, when 
he has the lead Play Nine ^, this will either force the Ace 
or catch the Eight, the next lead will surely force the Ace, 
and only the Eight ^ will allow another trick. Your oppo- 
nents can even be '' Schneidered." 

Grand with two Jacks made "Schwarz." 

The hands herewith illustrated, the Player has the lead. 
He should not lead his Jacks as stated before, but his suits 
until a Jack is forced. Should he have held Jack Jft instead 
of Jack 4j^, and the other two Jacks be divided, of course he 
can make his opponents " Schwarz." 



74 



AMERICAN SKAT. 



The lead hand holds (the Player): 




A 



The middle hand holds 










^ 







B 







0^0 

o o 



o o 

0^0 




9? 







The back hand holds 






9 ^ 
9? 

9? 

9? <;? 


1 


4. 4, 
4. 4 




In the ' ' Skat " are: 



Should the Player have led the Jack ^, B puts in Eight ^, 
thereby indicating to his partner his strong suit, C takes with 
Jack d|i. 

C leads Jack y, captures As Jack ^, B throws off a ^ 
or ^. 

C then leads his Spades, B throws off his Spades and 
Hearts, C then leads Seven ^, putting lead in B's hand, who 
makes balance of tricks, and the Player is " Schwarz." 

The possibilities of a Grand: 




4» 


*4.* 

4.*4«1 


9? 



9?^9? 













0% 



At a glance the four weak cards would look to a player as 
the winning of a Grand quite doubtful; this would be the case 
if he has not the lead, but the Player in the lead can win his 
game without failure. 

With his lead he is assured of six tricks, he takes in 18 
cards, the two "Skat" cards belonging to him making 20, he 
holds in his hand four none-scoring cards, this leaves in his 
opponents hands only eight scoring cards, the summary of 
these at the very outside can be two Aces 22, two Tens 20, 
and four Kings 16, a total of 58. 



FINESSES OF PLAY. 



75 



A GRAND TOURNE* 

The bidder on a Tourne, if he turns up a Jack, may 
announce Grand before looking at the other " Skat " card, 
which may or may not prove to his advantage in strengthen- 
ing a Grand hand. He can also discard two cards to advan- 
tage, and use his extra trump Jack in scoring a trick. 

Turning a Jack of an unfavorable suit, the Player fre- 
quently takes the chances of announcing Grand with the 
possibility of winning this game, as the suit turned would be 
lost. 

The bidder holds: 






w2 





4. 4. 







And turns up Jack ^, announces Grand, finds Nine ^, and 
discards Ten ^ and King ^. 

If in the lead, he draws out the remaining Jack, then plays 
Nine ^ forcing Ten ^, he can take by suit or trump next trick, 
then leads his Seven Jft on which the Ten ^ may fall, he then 
holds the Jack to regain the lead, and has all the high suit cards. 

Even if the Ten d|i is gu arded twice and does not fall on 
first lead, the Player can afford to throw off the King Jft, or 
lead all his cards, except the King ^, which he holds until the 
last, he will still have sufficient to win his game. 

A GRAND GUCKSER. 

The Guckser (or Call Grand), has had many opposing 
views as it involves considerable chance, which with the 
American spirit is always regarded as more fascinating. 

The Player, in the hope of picking up favorable Skat cards, 
and strengthening the weak parts of a fair Grand hand, takes 
the chance, by this privilege, of picking up favorably. Should 
"he however pick up unfortunately or otherwise lose his 
play, he must suffer twice the value of his play. 

Care must be taken in playing the Guckser, as it cannot 
be indulged in too freely, taking reckless chances, combined 
with hard luck, have made enemies for this play. However 



76 



AMERICAN SKAT. 



the player who uses discretion, and is careful to take the op- 
portunity when presented favorably, will rarely suffer a defeat. 
A lead hand may play Guckser when he holds the 
following : 




@ 










9 <7 



He has the chance to strengthen any one or more of his 
suits, he can discard the Club and a Heart if not enhanced by 
the "Skat " cards. He plays Jack 4^ and draws out trumps, 
if the outstanding Jacks do not fall then he leads a long suit 
until the remaining Jack is forced, when the player can regain 
the lead or throw off, until he can use his Jack and remaining 
good suit to the best advantage. 

Guckser in second or back hand: 



4- fn^\ pwm, 









0^^ 

ooo 



^^^ 

9?^ 

^o*^ 
c^^^ 





When the Pla3^er does not have the lead, he must be care- 
ful before playing Guckser that he either has two Jacks with 
at least three Aces, or three Jacks with at least two Aces ; 
these may vary under favorable circumstances. A Guckser 
with all four Jacks is often lost, and without four Jacks fre- 
quently won. 

Four Jacks without an Ace, or even with one Ace is often 
lost, unless the Player has one long suit, or can get three well 
guarded suit tricks, and be able to trump tricks containing 
points sufficient to win his game. 

A GRAND OUVERT. 

Is when the Player lays his hand open, and defies the com- 
bined efforts of his opponents to take a trick. Although 
this play is of very rare occurrence, still there are many com- 
binations in which this game can be made. 

With four Jacks, and six of one suit including Ace, it is a 
sure game, as only one card remains to be taken in this suit. 



FINESSES OF PLAY. 



77 



Four Jacks, four Aces and two Tens, is the best possible 
hand to hold. 

A Grand Ouvert is illustrated as follows : 




O 



0^0 



O 






<^ 








4- 



Only two Diamonds being out, with three Diamond leads, 
the game is positive. 

Grand Ouvert can also be played with less than four Jacks. 
The Player in this case must have the lead; with the two 
black Jacks only, he can lead openly and draw the outstand- 
ing Jacks, then lead his suits. 

With onej having the Jack of Clubs and not the Spade, he 
must also hold the two red Jacks, so his one lead will take the 
outstanding Jack. 

Not having the lead, and one Jack against him, the Player 
is always in danger of even losing this game. 

Should he be second or back hand and hold the following : 




^ 




^ i^W~l ^ ^ 






o 



The lead hand holding the Seven and Eight of Hearts, the 
partner not having a Heart, trumps with Jack ^, the Player 
must follow suit and loses. 

Holding Ace, Ten, Queen and Nine of a suit, he may lose 
on the third trick of this suit, if one of the opponents holds the 
Seven, Eight and King. 

IN PLAYING NULLO. 

A Nullo may be illustrated as follows : 




W 



mA 



\o 

0% 







!♦ 



o 



^1 k^»i 






^ 
^ ^ 



» »i '&^ [!^_j^ 



^^^ 






The Player announcing Nullo, thereby declaring he will 
not make a trick, has some advantage in having the lead. The 
above hand standing a fair show of being able to hold out and 
not make a trick, it has also three chances of losing, in the 
Spade, Heart and Club suits. 



78 AMERICAN SKAT. 

In defining the play the writer will describe the possible 
playing of both sides, w^hich will explain the manner of play. 

If the Player leads, he will lead the Eight Jf$, which must 
be taken and clears his hand of this suit. Should the lead 
be made by opponents, one of them may have five or six Clubs 
and noting a Club being discarded by his partner on another 
suit, he would then lead Seven Jft, the Player is forced to play 
the Eight ^, and the third player is out ot the suit. 

Again the lead hand having Nine ^ only, he leads it, 
the Player in middle hand ducks with Seven ^, the back hand 
takes the trick with a high card, he presumes his partner is 
out of this suit, leads back the Eight ^, and the Player is 
forced to take the trick. 

The Heart suit can be lost if the Eight ^ is alone in one 
hand and led, the Player stays under with Seven ^ and back 
hand takes with Ace y, leads back the Ten, the Player stays 
under with Nine y, but is forced to take the Jack with the 
Queen. 

The possibility of winning the above hand is very good, as 
the cards may be so led that the Player is able to get rid of 
the losing cards. 

An opponent in the lead with Ace and Seven only, may 
play Ace first, noting the fall of the cards, lead back the Seven 
and thereby overturn the Player's game. 

A long suit in the Player's hand without the Seven is almost 
sure to lose, unless the Seven falls on the opponents trick. 

Nullo is often won with a bare Ace or other high bare suit 
card. In this, the Player takes a long chance that a suit may 
be led of which he has none, and this enables him to throw 
off this risky trick making card. Or also by leading a bare 
Eight of another suit, the same suit may be at once returned 
and in this way the only losing card is disposed of. 

IN PLAYING NULLO OUVERT. 

To play Ouvert, the hand must be still safer in none-taking 
trick cards, the fortunate distribution of the cards may be to 
the advantage of the Player, but an otherwise sa/e hand con- 



FINESSES OF PLAY. 



79 



taining a single Eight spot with Player not in the lead, may be 
lost. It is illustrated as follows : 

The Player in middle hand holds : 



4. 4. 




Y „ 



9 <7 












0% 



o <y 
o 





The Elder hand holding Ace, Jack and Nine of Hearts, 
leads Ace, then Jack and Nine. The Player each time stays 
under, but back hand having no Hearts, throws off his Clubs, 
the Elder hand notes the Clubs thrown off, and holding the 
balance with Seven spot, leads the same and compels the Player 
to take it. 

A REVOLUTION. 

Or Nullo Ouvert Force, may be illustrated as follows: 




4. 4. 
4. 4. 
4. 4. 



O 01 




0% 












1^ ^ 





The opponents openly combine their hands, and try to 
make the Player take a trick with one card led, or in one suit. 

The Player must be able to stay under at least four times in 
a suit, the Ace in a suit of four loses the play, unless one of 
this suit should be in the "Skat," which is taking long chances. 

THE PLAYING OF RAMSCH. 

When a Ramsch is announced by all passing, each player 
tries to force or throw the points to his adversaries; the one 
obtaining the most points loses the game. 

It should be well noted, do not avoid tricks by ducking 
every suit played, but estimate at once how much more may 
be forced on you if the same suit is led again, which you must 
take, and one of the players being out of this suit smears his 
scoring cards on your tricks. 

An illustrated Ramsch hand is as follows: 

"♦1 










^^^ 

^ ^ 

^ ^ 
^^^ 




o<^o 

i< > o 



In holding one or more Jacks, it is well when in the lead 
to play one Jack, if the highest and each holds a Jack, only six 
points will fall to you. 



8o AMERICAN SKAT. 

When a Jack is played, the player not holding any, will 
at once throw in a dangerous Ace or Ten. 

Holding tw^o red Jacks, play one at once, it may be that 
at least one of the black Jacks is in another hand (both not 
being in the Skat), and it takes one of your trick-making cards, 
otherwise high scoring cards may at the end be forced on you. 

At the first opportunitj^, when you have not the suit called 
for, take the trick with the remaining Jack, which may be a 
cheap one if you have the last play, even if you are a second 
player and a non-scoring card is played of a suit in which 
you are out, trump with your Jack, the chance that the other 
player will smear a high scoring card is not as great as the pos- 
sibility of receiving tw^o high scoring cards on the last trick. 

Next play your bare suit, if a King or Queen, as for 
example the Queen of «|i; should this be taken and same suit 
led again, you can throw off Ace i^ or Ten ^ . 

Should your Queen be ducked by both, next play Ten ^, 
you will not make over 13 on this trick, as all are liable to 
follow suit on first lead, then play King which may force the 
Ace, -if again ducked under, the Seven spot will not only force 
the Ace, but also a high scoring card to the holder of Ace. 

If a Spade is led, at once play the Ace or Ten; this will 
be the cheapest as all ma}^ have suit, whereas if you should 
play Seven on the first King led, you are bound to make two 
Spade tricks, with the chance that the party out of this suit 
will smear large scoring cards to you. 

If a Diamond is led, at once play on your King, otherwise 
the King may capture a big trick later on. 

Exceptions in ducking tricks should be noted by the 
number of points they contain, as if you are playing the back 
hand, and the King i^ led and the second hand being out of 
suit smears a big card, it may be well to let the trick pass, 
but even this may be dangerous, as the next two tricks in 

Spades which you must take, may be even more fatal. 

It IS well to note, who has already taken the most points, 
and when you have the opportunity throw in your scoring 
cards to this player, which will reduce your own liability of 
losing the game. 



VVP ^T^ ^5^ ^T^ ^L^ ^5^ 



PART FIVE 

«^ «^ 

SCORING, 

EXCEPTIONAL GAMES, 

TABLE OF PAYMENTS, 

ETC., ETC. 



♦ ♦ ♦ ♦ ♦ 



GAMES ANNOUNCED. 



Club rules or custom generally prevail. When a new 
player joins a game, he should be fully informed as to the 
various plays, limits and values that are usually played. 

When players join a game together for the first time, it 
should be understood before beginning the game, 

ist, If the Call Play or Ram^ch shall be played, or both, 
2nd, If lowest game shall be Tourne, 
3rd, If Guckser and Revolution shall be played, 
4th, If Contra and Re-contra are to be permitted, 
5th, If Revokes shall be fined the full value of play or not, 
6th, Rules for Misdeals and other regulations of the players. 
Should these not have been announced and agreed upon before 
beginning the play, and a bidder has obtained the play, and 
has announced in due form any of the games in Skat, he is per- 
mitted to play the same, at least during his present hand. 

LIMITS* 

The limit value of Points is also agreed upon, a prevailing 
limit is yi cent for each Point in value of the game played, 
viz., that if the Player wins a Club Solo with one valued at 24, 
each of the paracipants pay him 6 cents. If he loses the play, 
he pays to each of the other players 6 cents. Where a score 
is kept and a settlement made at the conclusion of the game, 
the value of the game made by the Player is added to his 
score, and when lost, deducted. 

A player not having scored is par, or "plus-minus." 
A player that has scored and is above par, is "plus." 
A player set back and below par, is "minus." 
It is often the case, however, that at the conclusion it shows 
nearly even balances and a few cents difference is devided. 

In a four handed game at % cent limit, a player having 
extraordinary hard luck the entire evening, may lose at this 
limit a possible average of 400 Points below the other players, 
this would make him a total "minus" of 1200 Points, amount- 
ing at }i cent limit to $3.00. 



84 



AMERICAN SKAT. 



Limits can be played at V20, Vio, W5, 1/4, ^^2, i cents, etc., 
for each Point, at the same loss of 1200 "minus" at W20, the 
loser would be out 60 cents, or at i cent a Point, $12.00. 

SCORING. 

A player winning a game, the value is added to his score, if 
lost deducted; the balances always show how each player stands. 
The cross (-f) indicates plus, the dash ( — ), minus. 
The scoring is usually kept as follows: 

IN A THREE-HANDED GAME, 



A makes 16, ^5 loses 12, C makes 10, 
A makes 24, B makes 21, Closes 18, 
A makes 48, B makes 20, C makes 22, 
A loses 18, B makes 36, C makes 10, 

Continued, 

Totals at end of game 

If y^ cent limit, devide by 4, 



A 


B 


C 


+ 16 


— 12 


+ 10 


40 


+ 9 


— 8 


88 


29 


+ 14 


70 


65 


24 


97 


85 




112 






140 


85 


24 


-f35 


+ 21 


+ 6 


+ 14 


— 14 


—29 


+29 


+ 15 


— 15 



Totals, - +43 + I 

^ plus 14 to i5's minus, -[-14 

A plus 29 to Cs minus, +29 Total plus 43 

B minus 14 to ^'s plus, — 14 

^ plus 15 to Cs minus, +15 Total plus i 

C minus to ^ 29, to y9 15 Total minus 44 



■44 



GAMES ANNOUNCED. 



85 



IN A FOUR-HANDED GAME. 



Totals, 



A 


B 


C 


D 


— 20 


+ 48 


+ 10 


+ 


20 


36 


72 


— 4 




32 


18 


82 


+ 24 




56 


+ 2 


97 


36 




80 


42 


1 12 


48 






60 


133 

i.'i8 








60 


168 


48 




80 


+ 15 


+ 42 


+ 12 


+ 


20 


— 27 


+ 27 


— 3 


+ 


5 


+ 3 


+ 30 


— 30 


— 


22 


— 5 


+ 22 


— 8 


-f 


8 



29 



+ 79 



41 



^ minus \.o B 2'] , \.o D 5, and plus on C3 , balance minus — 29 
C minus to A 3, to i9 30, and to D 8, total minus —41 
D minus \.o B 22^ plus on A ^^ on C 8, balance minus — 9 



^ plus on A 27, on C 30, and on Z> 22, total plus +79 

Note. — Should there be two winners and two losers, the totals of 
the two winners, with the totals of the two losers, should 
always agree. 



USE OF COUNTERS. 

Chips of different values may be used as a method of sett- 
ling accounts after each hand is played. The winner of a 
game is paid by each participant in the game the amount won 
by chips ; the Player, who loses his game, pays to each the 
amount or value hi the game he lost, these are afterwards 
cashed in. The keeping of a score is by far the most con- 
venient method of keeping accounts and settling. 



85 



AMERICAN SKAT. 



HOLDING OF HAND. 

If the cards in your hand are not properly arrangea, it 
will oftentimes confuse the player whereby he may revoke, he 
should at a glance know the strength of his hand and of each 
suit. Arrange your hand with the highest cards, trumps or 
Jacks to the left, if black is trump, place your trumps to the 
left in order of value, then arrange a red suit next, then black 
again and red in their regular order, you can then quicklj'' see 
w^hat you hold. 




A, 4. 
4. 4. 
4. 4. 




^ r 

^i 



9? ^1 







COUNTING TRICKS PLAYED. 

One of the best accomplishments of a good Skat player is 
to keep track, or a correct mental account of the tricks played. 
Not alone in the points taken by himself, but also those of 
his opponents. Also the number of trumps that have been 
played and those that are still out, as well as the suit cards 
that remain unplayed. 

This seems somewhat difficult at first which practice soon 
overcomes. In keeping track of trumps (11 in number) 
the Player playing trumps twice, all honoring, knows there 
are 5 still remaining, deducting what he holds himself he can 
easily act accordingly, noting carefully the fall of the cards, 
also where his opposition lies. The opponents also are 
placed to advantage by noting this. 

By keeping correct count of the points made in your tricks 
you can when near your winning point better calculate on 
a trick necessary to win your game. 

By keeping track of points made by the opposite players, 
which many players do in preference to their own, it gives 
the Player better opportunity to calculate whether to let tricks 
pass or not. 

With a weak hand, carefully count your own points, and 
figure what is necessary to win your game. With a strong 
hand, figure points of opponents, or what you can allow them. 



EXCEPTIONAL GAMES. 87 

KEEPING TRACK OF DEALS* 

In a four-handed game, the question of whose deal it is can 
rarely arise, as the Dealer in his turn pauses, while the three 
others play. 

In a three-handed game, the player to left of scorer deals 
first, the scorekeeper deals the third hand . An easy way to 
keep track '* whose deal it is," is at the end of each third score 
of each player to draw a short line, it can be seen at a glance 
how many scorings are open, and the deal can then be made 
by the propei party. 

Thus, if three scorings remain not underlined, it is the 
fourth deal, which is the first dealer, if four remain open, it is 
the fifth deal, etc., etc. 



EXCEPTIONAL GAMES. 



BEER SKAT. 

The term " Beer Skat " differs only in the fact that it is 
played for a passtime, or to the extent of forcing one of the 
parties to a point whereby he loses, and is obliged to pay for 
the cigars or beer, et cet era. 

In a three-handed game the player who is first forced to 
151 Points, has lost the game. 

In a four-handed game, the first one reaching 201, loses. 

The manner of scoring difiers, in that, the losing of a game 
of the Player is charged to him, that is if he loses a game 
valued 24 in a three-handed game, he is charged 48, once for 
each player. In a four-handed game this would be 72. 

If the player wins a game of 24, each of the opponents is 
charged 24. It wall be seen that the charging up each time 
to the loser or losers, continually forces the scores up, until 
the fatal limit has overtaken one of the players. 

Considerable merriment comes into the game, as each 
strives to see one of his opponents elected, and every player 
will take small chances to establish a play, as the possibilities 
of losing the same, forces up his account to a point, which may 
first force him to the fatal limit. 



88 AMERICAN SKAT. 

The Ramsch game therefore cuts a big figure, as the play- 
ers not risking much, pass, and Ramsch is the order of play, 
which will fall to one of the players, whose account is charged 
lo for each participant, or 15 for each, if one is Jungfer. 

NULLO WITH TRICKS. 

This game is the same as the common or regulation 
** NuUo," with the exception that the play is not ended when 
one trick has been forced on the player, but he is also fined 
One-half (10) for each additional trick he makes. The game 
has been discarded as a Nullo player seldom could have more 
than one trick forced upon him, and furthermere as a Nullo 
hand only has one scoring value, it should not cost the Player 
any more if he loses. 

Nullo with the jacks as trumps, without the Player having 
the lead, but holding the smallest or one of the red Jacks is 
also interesting. The opponents not alone try to make the 
Plaj'Cr take a trick or suit, but each also endeavors to take in 
his Jacks when possible, so that when the last trick comes, all 
Jacks but the one held by the Player is left for a trick. 

NULLO PURCHASE. 

Or Purchase Nullo (Call Nullo), is still in vogue in many 
circles; the value of the play is 16. A player obtaining the 
bid at this figure, announces Call Nullo. He thereby takes 
up the two "Skat " cards without showing them, enabling him 
to discard two cards to advantage. Should he then lose by 
having a trick forced upon him, he loses double, 32. 

NULLO TOURNE. 

The bidder obtaining the play on a Tourne bid, and turn- 
ing up a seven or other small card, which may enable him to 
announce Nullo, must so decide before he looks at the second 
"Skat" card, which may prove to his further advantage, or 
disadvantage. The single value of winning or losing this 
game is 16. 

The Player may also play this game "Ouvert" after seeing 
the second card. In this event the single winning or losing 
value is 32. 



EXCEPTIONAL GAMES. P9 

UNO AND DUO. 

This is also one of the discarded games, still played in 
some East American circles, as well as in many places on the 
old continent. The single value of the game is the same as 
Nullo 20, or played Ouvert 40. 

Each suit becomes alike as in Nullo, excepting the four 
Jacks (as in Grand) become trumps. 

The conditions of the play are, that the Player announcing 
Uno, must take one trick only to win his game, to make more 
or none, he loses his game. 

In Duo, the Player must take two tricks, if he takes more 
or less, he then also loses. 

WITH ^'SKAT^' EXPOSED* 

The playing with the " Skat" exposed. The two cards of 
the '* Skat " are laid face upward on the table, and enable the 
players to bid on games with their help. It is also one of the 
ancient variations, and has been ruled out as a poor adjunct in 
the game of Skat. 

POINT RAMSCH. 

This game is practically the same as the ordinary Ramsch, 
with the exception that the loser loses in value the number of 
" Points " which he receives in his tricks. 

In playing a hand or round of Point Ramsch, it must be 
agreed to by all players beforehand. It lends a variation to 
the game. 

FORCED RAMSCR 

Forced Ramsches are somewhat spirited, and may become 
quite costly to a player in hard luck. The one who loses, 
loses the value in Points, as in Point Ramsch. 

In this game it is generally agreed that every third, fourth 
or fifth round of deals must be played Ramsch ; also at end of 
sitting the last three rounds must be played Ramsch. 

The exception ofttimes made is : One of the players fearing 
he will lose the Ramsch, may announce and play a Grand 
Solo, whereby he may win or lose the value of a Grand only. 



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Flag Back. 



Butterfly Back. 



No. 2. Skat and No. 3. Gaigel Playing Cards. 

German faces, printed in five colors ; longer and narrower than 
the standard size card. The Skat pack contains 36 cards, and the 
Gaigel pack 48 cards. Backs printed in red and blue. Linen stock, 
double enameled. Sold by dealers, or sample pack of either 
sent prepaid for 40 cents. 







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Scroll Back. 



Berlin Back. 



Pinochle Playing Cards. 

Standard size; American faces; 48 cards; enameled and highly 
finished. Put up in tuck cases. Backs printed in red and blue. 
Sold by dealers, or sample pack sent prepaid for 30 cents. 

The United States Playing Card Company, 

CINCINNATI, U. S. A. 





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No. 93. Ivory Playing Cards. 

Full packs, 52 cards ; American faces. Longer and narrower 
than the standard size card. Backs printed in red, blue, and green 
or brown. Linen stock, double enameled, and put up in telescope 
cases. Sold by dealers, or sample pack sent prepaid for 50 cents. 





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No. 202. Sportsman's Playing Cards. 

Full packs; American faces; standard size. Backs printed in red, 
blue, green and brown, on beautiful enameled tints. Linen stock, 
double enameled, and put up in imitation-leather telescope cases. 
Sold by dealers, or sample pack sent prepaid for 50 cents. 

The United States Playing Card Company, 

CINCINNATI. U. S. A. 




New Fan Back. 

** Bicycle" Playing 
Cards — a great variety 
of back designs, printed 
in red, blue, green and 
brown. 











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Cupid Back. 

Said a gentleman who was 
thoroughly acquainted 
with the Chicago World's 
Fair and the Midway : 



"Bicycle" 



Playing Cards are preferred by card players in every 
civilized country. They are exported to all principal 

cities of the world — 
proof that they are the 
leading card abroad as 
well as at home. 




Wheel Back. 

Perfect dealing qualities ; 
perfect playing qualities. 
Outwear — many times — 
other brands sold at 
the same price. 

"Bicycles" give uni- 
versal satisfaction. 




Lotus Back. 



"Among the strange people in the Plaisance, I have seen games 
played with cards brought from every corner of the earth — 
cards gritty from the sands of the Sahara, cards soiled by the 
blubber of the Esquimaux, cards damp from the sea winds of 
the South Sea Islands— but from whatever quarter they come, 
they are of one make and one brand only— 'Bicycle.' " 




Model Back. 

*Bicycle" Playing Cards 
yield more revenue to the 
government than all other 
brands. Their sales exceed 
those of all other makes. 




Wider Back. 



The United States Playing Card Company, 



CINCINNATI, U. S. A. 




IMo. 46. 

New Era 

Playing Cards. 

Very handsome and attract- 
ive; artistic and graceful 
picture Court faces; large 
indexes ; two-color steel- 
plate backs in various beau- 
tiful combinations; designed 
especially for Whist Clubs, 
card parties and society play. 
Sample pack mailed for 50 cts. 




IMo. 41. 

Vanity Fair 

Playing Cards. 

A novelty— sports and pas- 
times, etc., iliustrated„53 
different subjects — every 
face card a picture in itself. 
Backs — Clowns' Heads and 
Hobgoblins — in two colors. 
Linen stock, double enam- 
eled and highly finished. 
Sample pack mailed for 50 cts. 




IMo. SSS. 

Fun= House 

Poker Playing Cards. 

(Patented June 30, 1896.) 
Sixty cards and joker in a 
pack, containing 11 and 12 
spots of each suit, to accom- 
modate more players in a 
game without drawing from 
the discard, In great demand 
for Fan Tan, Domino Whist, 
Hearts, Royal Cassino and 
Royal Draw Cassino. 
Sample pack mailed for 50 cts. 




IMo. ©1. 

Hustling=Joe 

Playing Cards. 

A veritable burlesque show. 
Every lace card illustrated 
with pictures of different 
trades and occupations. 
Unique back designs- 
Gnomes and Frogs. Linen 
stock, highly enameled 
and finished. 
Sample pack mailed for 50 cts. 



No. 65X. 



The 



Stage 

Playing Cards. 

(Gold Edges.) 



Showing medallion portraits 
of the world's most 
beautiful and popular 
actresses and actors, in 
settings of blue, gold and 
colors. Backs in gold and 
many colors. The hand- 
somest Playing Card ever 
issued. New, tinted panel 
faces, large indexes. 
Sample pack mailed for 75 cts. 



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IMo. &&. 

The Nile 

Fortune Cards. 

A new pack of fortune-telling 
cards; tinted panel faces; 
the signification of each 
card printed on its face. 
Instructions for fortune- 
telling in each pack. Com- 
plete for playing all 
card games. 
Sample pack mailed fur 50 cts. 



All of above novelties sold by dealers, or sample pack sent prepaid on receipt of price. 

card Games and How THc Unitcd Statcs Playittg Card Company, 

to Play Them," illustra- CINCINNATI USA 

ted(price. 25 cents), a new edition, enlarged and thoroughly ' "• ^- "• 

revised up to date, containing rules for all popular card games, sent on receipt of six flap ends <>f 
•Iticrcle" boxes, or 10 cents in stamps. IJook on "Euchre" sent for four cents ia stamps. 



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